Commit Graph
9567 Commits
Author SHA1 Message Date
xebra 51afbdd490 [spline/bezier]Fix the remains of differences between dx9 and opengl. 2014-12-16 22:27:45 +09:00
Henrik Rydgard d9e543fdd2 Reduce PowerVR blockiness problems on older GPU revisions. #7153 #7150 2014-12-15 01:16:07 +01:00
Henrik Rydgard f424bf73ae GLES: Implement a custom modulo function for PowerVR. Fixes blockiness, see #7153 and #7150 2014-12-14 20:59:21 +01:00
Henrik Rydgard e2d2950865 Add a sanity check for shader linking, active in debug mode 2014-12-14 20:17:29 +01:00
Henrik Rydgard b4b7cd0722 GLES: Merge the two ShaderID classes as they are identical.
I don't expect the number of bits required to grow or shrink massively for either type of shader in this backend.
2014-12-14 19:24:11 +01:00
Unknown W. Brackets 31ba44bc5d dx9: Clean up some differences in spline code.
Hmm, the spell effects look wrong.  Maybe a separate bug.
2014-12-14 09:26:12 -08:00
Unknown W. Brackets 74aec01d0f dx9: Fix splines and beziers in Direct3D.
Fixes #7181.
2014-12-14 09:26:12 -08:00
Unknown W. Brackets 2e9f492b24 Silence an initialization warning.
Pretty sure it's wrong but this isn't that hot anyway.
2014-12-13 18:36:28 -08:00
Henrik Rydgard 8974cd675e Workaround silly PowerVR driver bug, prevent mipmapping on framebuffer textures
Not sure if these actually help anything in practice though. At least gets rid of debug log spam from the driver..
2014-12-14 01:24:01 +01:00
Unknown W. Brackets 7ed67ad066 Use floats and SSE for spline colors. 2014-12-13 10:36:09 -08:00
Unknown W. Brackets e130c1648d Clean up some conversion warnings. 2014-12-13 10:35:47 -08:00
Unknown W. Brackets ef73487fca Fix Vec4::SetZero() not clearing all lanes. 2014-12-13 10:35:16 -08:00
Henrik Rydgård a767c8e704 Merge pull request #7176 from xebra/spline_bezier2
Fix huge bezier patch issue
2014-12-13 18:14:59 +01:00
xebra 7577a49832 [spline/bezier]Fix huge bezier patch issue related to #5500 2014-12-14 01:49:48 +09:00
Henrik Rydgård 5d6d552e57 Merge pull request #7175 from xebra/spline_bezier
Improve spline/bezier tesselation
2014-12-13 17:45:15 +01:00
xebra 5659361d51 [spline/bezier]Control points don't need big memory size than tesselated vertices. 2014-12-14 01:33:40 +09:00
xebra 43e3028add [spline/bezier]Writing vertices to the buffer directly. 2014-12-14 01:08:00 +09:00
Lioncash dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
xebra 51a5935d9a [spline/bezier]Bernstein function does not need to calculate at the edges. 2014-12-10 01:50:28 +09:00
xebra 9a83c99e19 [spline/bezier]Precompute bernstein derivative functions. 2014-12-10 01:41:02 +09:00
xebra 8ef4a61bf6 [spline/bezier]Spline subdivision counts should be 2 or higher. Related to #4234 #7111 2014-12-09 02:42:52 +09:00
xebra 96bb991e45 [spline/bezier]Temporary fix to avoid a crash when bezier u/v counts are less than 4. Reported on #4888. 2014-12-09 02:24:46 +09:00
Unknown W. Brackets 5538452e2a Fix a warning.
I want to keep the default missing for warnings.
2014-12-07 15:41:11 -08:00
Lioncash a962bc5a6c Mark some functions as const 2014-12-07 17:08:13 -05:00
Henrik Rydgard 308e45420a GLES: Add some currently unused information to the opcode table. Keep downcount in a local as much as possible. 2014-12-06 11:35:02 +01:00
TwistedUmbrella 3f4d58b0b2 use libc++ for iOS to avoid additional directives 2014-12-05 19:47:02 -05:00
Unknown W. Brackets bafa7d0670 Add git-version to more than just Core.
This won't catch native or armips, but it will catch more before and still
won't make the build wrongly dirty all the time.

See #5575.
2014-12-02 22:55:19 -08:00
Henrik Rydgård 4c06232a17 Merge pull request #7125 from xebra/spline_bezier2
Fix spline tex coords perfectly correct.
2014-12-02 21:53:08 +01:00
xebra f6b937fe59 [spline/bezier]Fix sometimes spline disappear in medium quality. Reported on #7111. 2014-12-03 01:49:08 +09:00
xebra 2d59a15ade [spline/bezier]Fix spline tex coords correctly, it seems perfect! 2014-12-03 01:26:40 +09:00
Henrik Rydgard ff68e32f88 Try to fix flat/smooth shade mode issue (caused shader mismatches) 2014-12-02 01:13:26 +01:00
Henrik Rydgard da1352c924 Don't bother specifying smooth shading, it's the default. 2014-12-02 00:57:51 +01:00
xebra f032936575 Fix flat shading for unsupported hardware. 2014-12-01 19:16:20 +09:00
xebra fe051f30a2 [spline/bezier]Fix surface normal at flat shading. 2014-11-29 21:58:11 +09:00
xebra 34fe8300ab Support flat shading. 2014-11-28 18:59:14 +09:00
xebra b0ab0295ba [spline/bezier]Fix decoded buffer access violation. 2014-11-27 19:01:07 +09:00
xebra 3c1f4b5cb7 Merge branch 'spline/bezier' 2014-11-26 16:37:18 +09:00
xebra ad22ffc679 [spline/bezier]Support medium quality. It's half of high quality. High quality is the original. 2014-11-26 12:23:02 +09:00
Henrik Rydgard a6eb4c7e73 Warning fix 2014-11-25 23:57:11 +01:00
xebra 368ebf7da3 [spline/bezier]Fix order of quad indices. 2014-11-25 23:48:22 +09:00
xebra 8cc7d8c71a [spline/bezier]Fix patch subdivision counts correctly. 2014-11-25 23:47:29 +09:00
xebra ab0eeb18f3 [spline/bezier]Support drawing primitives lines and points. 2014-11-25 22:32:50 +09:00
xebra f0ef073307 Fix NormalizeVertices() for indexed vertices. 2014-11-25 21:24:54 +09:00
Henrik Rydgård 811a27a6e6 Merge pull request #7069 from level99procrastinator/depth-range-hack-for-psp2
Workaround for graphics glitch in Phantasy Star Portable 2
2014-11-20 14:09:30 +01:00
xSacha 88b1c00a67 MIPS: Complete MIPSX rename for buildfix. 2014-11-19 07:55:44 +10:00
xSachaandUnknown W. Brackets 3172fa22e2 Integrate new MIPS emitter. 2014-11-18 08:40:57 -08:00
Henrik Rydgard 53b5d331b4 Assorted minor optimizations 2014-11-17 21:21:44 +01:00
Henrik Rydgard 4422b3deb7 x86: Minor soft-skinning optimization 2014-11-16 17:43:29 +01:00
Sacha 92b0f3b7d9 Minor change. Fix build. 2014-11-13 23:45:45 +10:00
xSacha 57e4088216 Introduce fake vertex decoder JIT as well.
Compiles and links on CI20 but gets unknown crash in GL driver.
2014-11-13 17:10:29 +10:00