Henrik Rydgard
edb6e5a54c
Fix fallthough bugs in isAlphaTestTriviallyTrue
2013-08-24 11:56:39 +02:00
Henrik Rydgard
416f0c56e8
Experiment: Use glBlendFuncSeparate to not change dest alpha when blending.
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Fixes Persona blending issues.
2013-08-22 19:14:04 +02:00
raven02
9931e5c5cc
Fragment : Set doTextureAlpha = gstate.isTextureAlphaUsed();
2013-08-20 21:32:07 +08:00
Unknown W. Brackets
12c5f5e1e6
Use constants for other uv gen mode usages.
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And also change them to treat 3 as coords as well.
2013-08-19 00:43:54 -07:00
Unknown W. Brackets
46805b37cb
Use the texture-related GE accessors.
2013-07-21 19:45:04 -07:00
Unknown W. Brackets
988614f6d0
Use lightning GE state accessors where appropriate.
2013-07-21 19:44:30 -07:00
Unknown W. Brackets
c0da6b97c5
Add and use some color/alpha test accessors.
2013-07-21 19:44:30 -07:00
raven02
7ac496529b
Vendor Based Alpha and Color Testing
2013-07-21 01:14:36 +08:00
raven02
44fe09f03e
Fix black box in Dainiji_Super_Robot_Taisen_Z_Hakaihen
2013-07-20 01:55:12 +08:00
Henrik Rydgard
1abd9ff2d3
Change the alpha test rounding offset to be just under half. Fixes some disappearing things..
2013-07-18 19:19:52 +02:00
Henrik Rydgard
d76c45411d
alpha test: fix typo, add back rounding offset
2013-07-18 01:02:21 +02:00
Henrik Rydgard
3e24949f8a
Try different approach to rounding the inputs to the alpha test. Appears to fix some problems on PowerVR.
2013-07-17 23:03:21 +02:00
Henrik Rydgard
79110638c9
Unbreak things (silly mistake in last commit, remove *2.0 factor which just can't be right)
2013-07-06 22:50:06 +02:00
Henrik Rydgard
9928bd762c
Specify alphacolorref as highp
2013-07-06 22:44:18 +02:00
raven02
64de3c428e
Minor cleanup
2013-06-28 21:43:12 +08:00
Unknown W. Brackets
cd213e655b
Add some debug code for finding textures.
2013-06-22 10:35:34 -07:00
Henrik Rydgard
cdef31f9fc
Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any.
2013-05-26 14:03:02 +02:00
Henrik Rydgard
199907b9ed
Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more.
2013-05-22 15:52:10 +02:00
Unknown W. Brackets
03f3f99e39
Don't use ivec in the fragment shader.
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Attempt at #1777 . Needs the + 0.5 to round properly on mobile.
2013-05-12 13:09:02 -07:00
Unknown W. Brackets
5ecacd6bc8
Don't double alpha when alphablend is disabled.
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Probably doesn't affect much.
2013-05-12 09:31:23 -07:00
Unknown W. Brackets
c937a22f26
Only double the color with color doubling.
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Not the alpha.
2013-05-09 23:31:53 -07:00
Unknown W. Brackets
47c404b925
Clean up some comments.
2013-05-09 01:19:55 -07:00
Unknown W. Brackets
4a30221c95
Ignore texfunc RGBA when texture is full alpha.
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This allows us to skip some work in the fragment shader.
2013-05-08 23:14:20 -07:00
Unknown W. Brackets
ebf1b57834
Rename round255f to roundAndScale255f.
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Seems to verbose to me, but no one can think it doesn't scale or round
this way.
2013-05-07 08:02:27 -07:00
Unknown W. Brackets
f2b4c4a0bc
Pre-round the colortest/alphatest reference val.
2013-05-07 07:52:49 -07:00
raven02
eba452f1ba
Add back round255f and round255v to u_alphacolorref
2013-05-07 21:52:40 +08:00
raven02
3744f6ee28
Fix colortest rounding using vec3
2013-05-07 19:53:48 +08:00
raven02
274b9c712c
Add rounding to equality check for ColorTest
2013-05-07 16:47:53 +08:00
Unknown W. Brackets
9537be9ebb
Don't double src alpha when it's not safe to do so.
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Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets
8f27d03af3
Double alpha at least for a known case.
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Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets
3a769bb047
Do alpha test equal compares using rounding.
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Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Henrik Rydgard
e3f183bc28
ColorDouble needs to be in the fragment shader ID
2013-04-27 18:33:56 +02:00
Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00
Henrik Rydgard
ea11c36091
Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
2013-04-15 22:57:54 +02:00
raven02
3252eb6554
Fragment Shader : use mix() for decal/blend
2013-04-08 22:48:40 +08:00
Henrik Rydgard
e246ffe20c
fragment shader: RGBA DECAL does make more sense this way
2013-04-07 20:37:19 +02:00
raven02
b03dfeb8a6
Clean up if-else
2013-04-06 22:28:38 +08:00
raven02
34f6a7512f
Miss parenthesis in GE_TEXFUNC_BLEND
2013-04-06 22:24:04 +08:00
BeaR
da1b345cd4
HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting
2013-04-02 12:24:22 +02:00
raven02
6396324f57
Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test
2013-03-27 18:35:54 +08:00
raven02
68faecd87c
minor cleanup only
2013-03-25 22:57:40 +08:00
raven02
51fdd2a665
Enable ColorTest
2013-03-25 22:36:56 +08:00
Henrik Rydgard
724a7c8c93
Revert latest fliptexture hack. This seems to work better.
2013-03-11 20:26:47 +01:00
Henrik Rydgard
de469e77a4
Fix silly typo breaking alpha test in many cases. Make some log VERBOSE.
2013-03-11 19:40:47 +01:00
Henrik Rydgard
14b35c8d2d
Turning off alpha test on GREATER than 0 and LESS than 255 wasn't safe. Only GEQUAL and LEQUAL, duh!
2013-03-11 19:29:13 +01:00
Henrik Rydgard
ac47d74d7b
Remove obviously useless alpha tests. May help speed on mobile GPUs a little.
2013-03-11 18:43:36 +01:00
Henrik Rydgard
654620cb66
Adreno doesn't like negations when using discard, apparently..
2013-03-10 16:01:00 +01:00
Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
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This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02
b862841dd4
Put PPGeDraw into CalculateFPS() and add enableColorDoubling alias
2013-03-03 15:33:03 +08:00
raven02
d99ca71a47
Add u_colormask and use it in enableColorTest
2013-02-25 05:45:35 +08:00