Commit Graph
3990 Commits
Author SHA1 Message Date
raven02 0bc3fd58d2 Use gstate.getNumBoneWeights() 2013-09-02 17:19:15 +08:00
raven02 ebcccdbb6f Add DEC_U8A_2 2013-09-02 14:47:15 +08:00
Henrik Rydgård f349efbe14 Merge pull request #3549 from raven02/patch-35
Render-to-texture : Add affected game list as reference
2013-09-01 15:06:47 -07:00
Henrik Rydgård 2a04c36d03 Merge pull request #3541 from raven02/patch-34
Better Bezier Patch fix
2013-09-01 15:03:58 -07:00
Unknown W. Brackets b5304cce57 Consider all framebuffers before settling. 2013-09-01 14:46:08 -07:00
Unknown W. Brackets 0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
Unknown W. Brackets b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets ac56a7ee65 Keep framebuffer sources alive.
Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets 49902ed4dc Factor out texture from framebuffer. 2013-09-01 11:40:35 -07:00
Unknown W. Brackets 81baa3b540 Properly handle invalid attachments. 2013-09-01 11:31:09 -07:00
raven02 04f6e309a9 Render-to-texture : Add affected game list as reference 2013-09-01 20:54:36 +08:00
Unknown W. Brackets 0e82ecca86 Fix lighting when lightpos and spec coef are 0.
Zero to the power of zero is mathematically undefined, NVIDIA chokes but
AMD seems to accept it.  Not well tested on Android.

Fixes #2424.
2013-09-01 03:11:02 -07:00
raven02 df045e418c Better Bezier patch fix 2013-09-01 16:30:32 +08:00
raven02 d86d782ecd Apply auto-gen mipmapping to WIN32 2013-09-01 08:28:09 +08:00
Henrik Rydgård 746a23fd71 Merge pull request #3419 from raven02/patch-21
Uncomment out //if (pos)
2013-08-31 08:05:21 -07:00
Henrik Rydgård 7e96e2cee3 Merge pull request #3460 from raven02/patch-27
Use glBlendFuncB for dstAlpha
2013-08-31 08:04:18 -07:00
raven02 a8a0afc2e1 Apply gstate.isAntiAliasEnabled() 2013-08-30 20:47:38 +08:00
Henrik Rydgard a418dd0566 Spline: Don't create twice the number of triangles we need. 2013-08-30 10:25:37 +02:00
Unknown W. Brackets f6d8767487 Fix #3385, bad alphatest flushing. 2013-08-30 00:44:06 -07:00
Unknown W. Brackets 655a7b4973 Check for a stencil test when ignoring alphatest. 2013-08-29 22:14:51 -07:00
Henrik Rydgard 766731db8e Add back the default case to the triviallytrue functions. 2013-08-29 20:39:23 +02:00
Henrik Rydgård 9fbfcacbc6 Merge pull request #3470 from raven02/patch-28
Discard AA lines
2013-08-29 09:11:12 -07:00
Henrik Rydgård 5e3270060f Merge pull request #3471 from raven02/patch-29
Fix FF2 issue #2857
2013-08-29 08:43:07 -07:00
raven02 2737c809db Fix Bezier patch 2013-08-29 23:19:38 +08:00
raven02 65d836c5dd Fix FF2 issue #2857 2013-08-29 22:50:31 +08:00
raven02 f94193731d Discard AA lines 2013-08-29 22:30:47 +08:00
raven02 0de4b415f4 Use glBlendFuncB for dstAlpha 2013-08-29 01:20:23 +08:00
raven02 0b98f1f71b Should keep default case 2013-08-28 15:10:40 +08:00
raven02 0f55a6e042 Add GE_COMP_NEVER for alpha/color test to return false. 2013-08-28 14:33:15 +08:00
Henrik Rydgard dcc63fd716 PowerVR: work around what appears to be a driver bug with equality test + discard, but not completely sure that discard isn't just broken.
If this change breaks something, it was probably already broken, and it's PVR-only.
2013-08-28 00:12:49 +02:00
Henrik Rydgard dd667156f5 Oops 2013-08-27 22:14:13 +02:00
Henrik Rydgard 711d3ff52c Speedup a few 2D games on mobile by eliminating the alpha test in some conditions
That is, if there's no depth testing/writing, and the alpha equation will produce the same result as the alpha test (when the alpha test is >= 0 or != 0 and the blend func is safe), we turn off the alpha test.
2013-08-27 21:48:03 +02:00
Henrik Rydgard 6360fcb0ae Add some stats to get some idea of much alpha tested drawing we do.
Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
2013-08-27 21:01:17 +02:00
raven02 762beae5e5 Minor fix to bool useNonBufferedRendering 2013-08-27 22:31:50 +08:00
raven02 d66f049d22 GLES SW: inline with HW using 0,0,1 ; 2013-08-27 16:52:17 +08:00
raven02 7612335992 Minor fix 'useBufferedRendering' bool variable 2013-08-27 15:11:55 +08:00
Henrik Rydgard 55aa3d13c7 Win32: Switch to a UNICODE build. This took quite a bit of fixing. 2013-08-26 19:00:16 +02:00
raven02 b2a033b7e0 Add RROR_LOG_REPORT for vertices without position 2013-08-26 22:09:43 +08:00
raven02 c0eaa665d5 Uncomment out //if (pos) 2013-08-26 21:24:37 +08:00
Henrik Rydgård 9667b9e316 Merge pull request #3387 from raven02/patch-19
Use stenciltest for glblendFuncSeparate()
2013-08-26 05:55:01 -07:00
raven02 2442c24aee Use stenciltest for glblendFuncSeparate()
1
2013-08-26 17:49:59 +08:00
Henrik Rydgård 21c5121129 Merge pull request #3389 from raven02/patch-20
GLES: Skip GE_LOGIC_COPY for logic ops
2013-08-26 00:50:06 -07:00
raven02 f49a2f7fa0 GLES: Skip GE_LOGIC_COPY for logic ops 2013-08-26 15:48:57 +08:00
Florent Castelli c6932e2675 Use GEPrimitiveType everywhere instead of stupid integer 2013-08-25 19:51:06 +02:00
Henrik Rydgard 554ca84556 Revert "More alpha hackery. This is starting to get embarrassing, really need to fix those tests."
This reverts commit 97a6921000.
2013-08-25 13:24:52 +02:00
Henrik Rydgard 97a6921000 More alpha hackery. This is starting to get embarrassing, really need to fix those tests. 2013-08-25 13:12:31 +02:00
Henrik Rydgård 2d89323fc2 Merge pull request #3357 from raven02/patch-15
Regession fix character shadow stretch in FF Crisis core
2013-08-25 03:01:58 -07:00
raven02 0ea10d96b1 Attempt to use scissor to render correct shadowing in Mortal Kombat/FF CC 2013-08-25 14:52:18 +08:00
raven02 284a3a7b44 Mipmapping only enable when texture scaling disabled 2013-08-25 14:43:03 +08:00
Unknown W. Brackets 8dbcf6572e Add some additional reporting. 2013-08-24 11:34:38 -07:00