Commit Graph
9567 Commits
Author SHA1 Message Date
Unknown W. Brackets 422db25277 Optimize fixed color blending that isn't blending.
Gods Eater Burst uses this, for example.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets b79e4d22b8 Improve a possible obscure blend mode.
Seems like this would be likely to get overlap problems.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets 0904085eb5 Avoid using fbo copies for the common 2a + 1-2a.
We won't even get it right that often since the copy doesn't deal with
overlap properly.
2014-08-18 23:20:47 -07:00
Unknown W. Brackets 5d1b1ab547 Dirty the fixed color when premultiplying. 2014-08-18 23:20:46 -07:00
Unknown W. Brackets a41333c012 Avoid premultiplying easy fixed colors. 2014-08-18 23:20:46 -07:00
Unknown W. Brackets 24a0dd12ef Avoid recalculating replaceBlend so many times. 2014-08-18 23:20:45 -07:00
Unknown W. Brackets 44620c92ed Premultiply for doubled alpha blending if possible.
This makes the effect more accurate where the values were being clamped
before.  Some obscure methods of blending may be slower.
2014-08-18 23:20:45 -07:00
Henrik Rydgård d234ab03c6 Merge pull request #6696 from LunaMoo/master
Add Buffer Scalling Filter option
2014-08-19 07:55:45 +02:00
Henrik Rydgård 671b7c351a Merge pull request #6732 from neobrain/master
Math3D: Change the vector swizzlers to return const objects.
2014-08-19 07:54:54 +02:00
sum2012 d671675027 fix bracing 2014-08-19 07:04:36 +08:00
Unknown W. Brackets dc09875eca Refactor s8/s16 to float conversion.
It's pretty much all done the same way.  Note that normals have always
been a little inconsistent between 127/128 and 32767/32768.  But it's
probably not causing a major impact...
2014-08-18 00:47:50 -07:00
Unknown W. Brackets 385df1c54e Force positions to scale by 128/32768 as psp does.
This makes everything use floats for positions.  On some hardware/drivers,
this may be faster.  On some it may be slower.  We'll need testing to see
the performance impact.

Fixes Final Fantasy 4's pos misalignments, and probably others (like
Tekken 5 I suspect.)
2014-08-17 14:31:49 -07:00
Unknown W. Brackets 147eb92c95 Fix USE_BONE_ARRAY (currently disabled.) 2014-08-17 10:56:30 -07:00
Tony Wasserka d09b9fa6a1 Math3D: Change the vector swizzlers to return const objects.
Otherwise, people might be tempted to do things like "some_vec4.xyz() = some_vec3", which compiles fine but does not do the expected thing because xyz() does not return references.
2014-08-17 18:39:02 +02:00
sum2012 5ac70026c7 Fix save status
Rename u32_le stackAddr to u32
2014-08-17 16:52:06 +08:00
JimLee168andsum2012 8099281928 check for duplicated stack addresses
Based on https://code.google.com/p/jpcsp/source/detail?r=3569

Fix WWE SmackDown! vs. RAW 2006
2014-08-13 21:28:22 +08:00
Luna 62a1023615 Add "Screen Scaling Filter" option 2014-08-08 20:51:15 +02:00
The Dax ee9eb00656 One last buildfix (please correct if GL_FUNC_ADD is wrong, I just wanted buildbot to work again). https://github.com/hrydgard/ppsspp/pull/6679 should replace this soon. 2014-08-05 00:34:36 -04:00
Unknown W. Brackets cde9746dab Buildfix. 2014-08-04 21:09:58 -07:00
Unknown W. Brackets 3008b4f8a8 Also do it here, although may be removed soon. 2014-08-04 19:33:58 -07:00
Unknown W. Brackets 8d6a5fd694 Use correct stencil values with non-add blending.
Otherwise, we get the min/max/etc. value instead.
2014-08-04 19:16:10 -07:00
Unknown W. Brackets 0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
Unknown W. Brackets 3bf88a3c9a Disable tests and etc. when destroying framebufs.
Fixes #6678.  May fix problems loading savestates as well.
2014-08-03 18:45:36 -07:00
Unknown W. Brackets 9844c6e8cc Create the stencil texture after the temp fbo.
Otherwise, we'll bind the temp fbo as a texture while creating it.
Somehow my NVIDIA driver was making this work anyway?

Fixes #6611.
2014-07-22 22:36:38 -07:00
Henrik Rydgard c8ac26e502 Apparently a 1 pixel margin works around Assassin's Creed buffer overlap misdetection
(while still keeping BOF working).

Should take care of #6599.
2014-07-21 20:00:25 +02:00
The DaxandHenrik Rydgard 8a78f5e814 Pause rendering when minimized, when appropriate (hopefully? This is sort of hard to test.). 2014-07-21 10:30:51 +02:00
Unknown W. Brackets bf01fd2185 Try to avoid false reporting of depthbuf reuse. 2014-07-13 11:59:45 -07:00
Unknown W. Brackets d80d5beb71 Stop reporting blits when render mode is swapped. 2014-07-09 23:40:29 -07:00
Unknown W. Brackets f553b632be Avoid a texture offset if framebuf attach fails.
But, I'm not sure in what case this could happen.
2014-07-09 08:22:57 -07:00
The Dax 97b467683a Don't crash when framebuffer is a nullptr. 2014-07-09 06:11:41 -04:00
Unknown W. Brackets 4a8d52ab1a Add a config option for the slow framebuf effects.
Like cluts, blitting, etc.  At higher render resolutions these are
expensive, and on some mobile devices they may be too much.

Of course, they're only used when needed so this is a speedhack.
2014-07-08 23:57:27 -07:00
Unknown W. Brackets 81e6f93be4 Check for access to offset framebuffers better.
Even if the height of the framebuffer doesn't exactly match the offset.
Fixes #2759 again.
2014-07-06 11:52:00 -07:00
Unknown W. Brackets be76846679 When applying the Danganronpa hack, force 5551.
This prevents dithering from happening during the blit, and since
dithering is off during drawing, allows the colors to be correct on some
devices which always dither during blits.
2014-07-05 00:49:30 -07:00
Unknown W. Brackets 8ab33795b3 Delete temporary/blitting FBOs on device lost.
Fixes issues when the device goes to sleep with Danganronpa, block
transfers, etc.
2014-07-04 23:27:12 -07:00
Unknown W. Brackets 4cb8c414b0 Use the CPU for download on non-NVIDIA cards.
Fixes #6494.
2014-07-04 18:04:32 -07:00
Unknown W. Brackets 3a2d1ac28e Correct async packing alignment.
Only matters if a framebuffer width is not a multiple of 4, which might
not happen anyway.
2014-07-04 14:10:56 -07:00
Unknown W. Brackets 6a4269b1d0 Disable dithering (which affects pixel download.)
Fixes #6494.
2014-07-04 14:10:20 -07:00
Unknown W. Brackets be0340bb34 Fix crash when FBO_ARB is not available.
Experienced this on a Mac / SDL with a Radeon X1600.
2014-07-04 01:54:03 -07:00
Unknown W. Brackets edd760fe39 Oops, forgot a cast. 2014-07-03 01:30:08 -07:00
Henrik Rydgård ed9866b212 Merge pull request #6490 from unknownbrackets/framebuffer-clut
Fix depal shaders on GLES3 devices
2014-07-03 09:53:53 +02:00
Henrik Rydgård 4972f63dfa Merge pull request #6491 from unknownbrackets/gpu-minor
Try to fix color test masking on GLES3 devices
2014-07-03 09:52:45 +02:00
Unknown W. Brackets 739c215d35 Stop reporting memcpy fbo upload/download. 2014-07-03 00:48:46 -07:00
Unknown W. Brackets 61ea20875c Fix shader blending on ARM GLES3 devices.
We currently ban them from GLES3, and this was interacting with that
incorrectly.  Should we still ban them, though?
2014-07-03 00:15:15 -07:00
Unknown W. Brackets e364de42cb Ensure #extension is before non-# tokens.
As required by Tegra devices from reporting.
2014-07-02 23:21:52 -07:00
Unknown W. Brackets c379169efc Try to fix colormasking on GLES3 devices.
Not tested, though, since I don't have one... from reporting.
2014-07-02 23:15:02 -07:00
Unknown W. Brackets 5ddb848d09 Fix depal shaders on GLES3 devices.
This path should have only > GL 3.3 or GLES3 so texture() is okay.
2014-07-02 22:35:47 -07:00
Unknown W. Brackets 602daf5f8a Add some missing algorithm includes. 2014-07-01 00:26:22 -07:00
Unknown W. Brackets 0a33eb4c42 Fix missing log semicolons only affecting logging. 2014-06-29 19:09:39 -07:00
Unknown W. Brackets 5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
Unknown W. Brackets 32a11dc28d Minor optimization for prescale/not, fix switch. 2014-06-29 15:47:00 -07:00