Commit Graph
3430 Commits
Author SHA1 Message Date
raven02 7f828a6b66 Set float for gstate.getStencilTestRef() * (1.0f / 255.0f); 2013-12-15 21:40:14 +08:00
Henrik Rydgard 214cc01976 Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
2013-12-15 12:49:13 +01:00
Henrik Rydgard 3cde4921ae Have the shader generators generate modern GLSL if available.
This opens up to use other modern features like dual source alpha later.
2013-12-15 11:23:27 +01:00
Unknown W. Brackets 4bc86afd5e Adjust some project filters. 2013-12-14 22:36:41 -08:00
Unknown W. Brackets 11ed3a46d9 Workaround Tactics Ogre block transfer weirdness.
This works around #4833, while keeping videos in Valkyrie Profile (and any
other games programmed the same way) working.
2013-12-14 16:45:29 -08:00
Unknown W. Brackets 13bf4d83fa Add memchecks for common HLE copy operations.
Better to catch some than miss everything.
2013-12-14 14:56:05 -08:00
Unknown W. Brackets 057cad228c Upload block transfers to FBOs when from ram. 2013-12-14 10:10:23 -08:00
raven02 078606a528 enum for GE_TEXFUNC_UNKNOWN1/2/3 = 5/6/7 2013-12-14 06:48:45 +08:00
raven02 affc7f44a6 Add extra GE_TEXFUNC_UNKNOWN1/2/3 which handle same as GE_TEXFUNC_ADD 2013-12-14 06:47:20 +08:00
raven02 5c6dbb8a31 Restore viewport when switching render targets 2013-12-14 04:14:59 +08:00
Henrik Rydgård 1cf3b16b4f Merge pull request #4796 from raven02/patch-3
Render correct fog in 3rd birthday and menu transparency in Kurohyou 2
2013-12-12 00:29:02 -08:00
Henrik Rydgård 6fed4e2683 Revert "Exact : should be applied to all rendering mode"
This reverts commit f170d5ef7b.
2013-12-11 16:59:20 +01:00
raven02 a1fd9eb149 Render correct fog in 3rd birthday and transparency in Kurohyou 2 2013-12-11 23:37:28 +08:00
raven02 f170d5ef7b Exact : should be applied to all rendering mode 2013-12-11 23:27:04 +08:00
Henrik Rydgard d4eee74b54 SoftGPU: Prepare for mipmapping. Getting the uv deltas seems tricky though... 2013-12-10 15:33:59 +01:00
Henrik Rydgard 791f434f88 Custom postshaders now load successfully 2013-12-10 15:33:58 +01:00
raven02 2e7609b084 Cleanup ClearmodeDepthMask 2013-12-10 20:48:20 +08:00
Henrik Rydgård 20873f2985 Remove unnecessary ifdef 2013-12-09 16:53:46 +01:00
Henrik Rydgård b784daf424 Check for INF in fog coef, replace with large value. See #2387 2013-12-09 14:56:29 +01:00
raven02 75492719e8 std::bind build fix for VS2012 2013-12-09 21:06:38 +08:00
Henrik Rydgård 9e42086e21 Logspam reduction 2013-12-09 13:45:17 +01:00
Henrik Rydgård e14f17b430 isClutSharedForMipmaps: This was presumably inverted by accident? 2013-12-09 12:46:13 +01:00
Henrik Rydgård 68b08ffb9f SoftGPU: Quick and dirty lines and points implementation
No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets c6a441965e Move shared clut check to gstate. 2013-12-08 23:11:56 -08:00
Unknown W. Brackets cdccf06b62 softgpu: Avoid some ScreenToDrawing() overhead. 2013-12-08 22:38:09 -08:00
Unknown W. Brackets 30394df775 softgpu: Make texture lookups do less math. 2013-12-08 22:37:45 -08:00
Henrik Rydgard bd1d4e2d92 As if softgpu wasn't slow enough already, implement bilinear filtering. 2013-12-09 01:44:23 +01:00
Unknown W. Brackets 637a9de75d Optimize out some clear mode checks.
Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets 598d509fb9 Use multiple threads if available for softgpu.
VIVA OVERHEAD.  But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)

On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Henrik Rydgard e2080f6c65 Revert "STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT"
This reverts commit 59d3b92e71.

Revert "zero alpha if stencil op consistently says to zero for format 5551 as well"

This reverts commit ed07a7f411.
2013-12-08 17:48:22 +01:00
raven02 59d3b92e71 STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT 2013-12-08 22:19:13 +08:00
raven02 ed07a7f411 zero alpha if stencil op consistently says to zero for format 5551 as well 2013-12-08 22:05:31 +08:00
Henrik Rydgard 7b4759384f Only zero alpha if stencil op consistently says to zero.
Otherwise we may be better off keeping the alpha.
2013-12-08 13:04:54 +01:00
Henrik Rydgard 628bf497dd Hopefully fix UV scaling properly this time.
Check the faces in Hexyz Force please.
2013-12-08 11:52:20 +01:00
Henrik Rydgård 08a0709091 Merge pull request #4751 from unknownbrackets/reporting
Cut down on reporting of FBO misuse
2013-12-08 01:18:39 -08:00
Unknown W. Brackets 0e4ca7f9a8 Stop reporting logic ops.
We support them on desktop and they're not really often used.
2013-12-08 00:48:23 -08:00
Unknown W. Brackets 9de7b34d1c Cut down on reporting of FBO misuse.
These cases are likely to be okay.
2013-12-08 00:38:10 -08:00
Unknown W. Brackets 2df1db4c7e Avoid optimizing out both constant colors. 2013-12-07 23:24:25 -08:00
Unknown W. Brackets a4780f5199 Don't forget the alpha in non-fixed blending. 2013-12-07 23:21:45 -08:00
Unknown W. Brackets 808eeb3a25 Attempt to pick a better blend for stencil replace. 2013-12-07 10:02:46 -08:00
raven02 60def7baf9 Set src/dst alpha to non GL_ZERO in case STENCIL_VALUE_UNIFORM 2013-12-07 21:11:47 +08:00
Unknown W. Brackets 054501c100 Replace alpha when blend mode allows it.
Some games are using fixed/fixed blending modes which work in our favor.
2013-12-07 02:54:33 -08:00
Unknown W. Brackets 113f9795f3 Try to more correctly handle stencil when blending.
Although, not accurate, this will attempt to KEEP and etc.
2013-12-07 01:58:33 -08:00
Henrik Rydgard c738364f67 Make sure to disable scissor when doing the initial clear of a new FBO.
Minor cleanups.
2013-12-06 23:08:37 +01:00
Henrik Rydgård 3fb973af90 GL_NV_draw_texture requires more testing, turn off temporarily.
Fix the V coordinates sent in while at it.
2013-12-06 13:01:34 +01:00
Henrik Rydgård 13cdbd5284 Mask away alpha when the stencil operation is KEEP 2013-12-06 11:15:13 +01:00
Henrik Rydgard 41209eb936 Stencil-to-alpha fragment tweak: Set alpha to 0 if we can't deduce the stencil value.
This fixes the weird glowing shadows in Wipeout.
2013-12-04 19:55:09 +01:00
Henrik Rydgard 1a3e7a17fb Workaround for spline UV scale problem with texcoord speedhack 2013-12-04 14:33:45 +01:00
Henrik Rydgard 95d5c28720 Fix bug where we scaled UV coordinates twice when a tex matrix was used. 2013-12-04 14:20:42 +01:00
Henrik Rydgard 3983144c42 Make sure that blending is disabled when doing DrawPixels.
Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00