Commit Graph
1408 Commits
Author SHA1 Message Date
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
Henrik Rydgard d1f054e033 Wait, we're not in clear mode there so no need to check. 2013-12-04 13:17:41 +01:00
Henrik Rydgard 10b9e83353 Dest alpha mask: Try some rules that seem to make sense from what we know now. 2013-12-04 13:16:22 +01:00
Henrik Rydgard 127864b679 Prevent post shaders from getting applied twice in some circumstances when playing video. 2013-12-04 11:46:42 +01:00
Henrik Rydgard ca1d4172ca Tiny optimization in block copies 2013-12-04 11:34:54 +01:00
Henrik Rydgard e1657fec96 Get rid of WipeFramebufferAlpha ini-only option. 2013-12-04 09:41:25 +01:00
Henrik Rydgard 33efffe759 When blending (and we thus can't use stencil-to-alpha in frag shader), always write zero to alpha.
It seems the PSP doesn't blend in the alpha channel.

Reduces glow problems in Gods Eater Burst and Wipeout - although Wipeout loses some glow
that should be there.
2013-12-03 11:27:31 +01:00
Henrik Rydgard a6150db8d5 Disable frag shader stenciltoalpha in clearmode. 2013-12-03 11:10:27 +01:00
Unknown W. Brackets 4418aacbaf When writing stencil to alpha, consider fb format. 2013-12-03 00:15:08 -08:00
Unknown W. Brackets 034de0e992 Do not wrap stencil values on INCR/DECR. 2013-12-03 00:02:07 -08:00
Henrik Rydgard 30028439b6 Must set the EXECUTEONCHANGE since we dirty. 2013-12-03 00:55:09 +01:00
Henrik Rydgard 44beebf6b0 Realized it's ok to combine the stencil-to-alpha with alpha testing as it's done within the shader, before we replace alpha. 2013-12-03 00:51:25 +01:00
Henrik Rydgard 39b632b279 Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)
This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.

Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
2013-12-03 00:13:21 +01:00
Henrik Rydgard 198e230cdc Re-add uniform location checks even though they aren't needed
Spec says that setting uniform -1 does nothing.
2013-12-02 23:35:49 +01:00
Henrik Rydgård 7c7c4aaadc Add "u_time" uniform to postprocessing shaders. 2013-12-02 17:24:55 +01:00
Unknown W. Brackets 5f2d5d9c55 Fix an uninitialized value warning. 2013-12-01 11:21:17 -08:00
Henrik Rydgård c1b43e1b2d Merge pull request #4692 from unknownbrackets/verysleepy
Add support for profiling jit via VerySleepy
2013-12-01 02:44:20 -08:00
raven02 b00495f1e5 Not using factor in texture coords mapping mode 2013-12-01 16:04:29 +08:00
Unknown W. Brackets d35717f5a8 Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Henrik Rydgard c42ee6d12e oops 2013-11-30 19:09:27 +01:00
Henrik Rydgard 9c6e7e2958 Fix bug in vtxdec jit when hardware skinning 2013-11-30 16:26:50 +01:00
Henrik Rydgard e3e9408b87 Resurrect the vtx decoder jit option for debugging 2013-11-30 16:11:54 +01:00
Henrik Rydgard eea8413a82 Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgård 562582320a In LINEARFMV mode, let the presence of a video override the alpha and color test checks. 2013-11-29 18:08:29 +01:00
Unknown W. Brackets 41a7157aa6 Eat some cycles when changing thread priority.
Some games call this a lot.
2013-11-28 01:01:22 -08:00
Sacha c71186b35a Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
Henrik Rydgård 9aa0c9a489 Minor x86 optimizations 2013-11-26 18:23:08 +01:00
Henrik Rydgard 17c9e0d172 x86 vtxjit: Use MOVZX to avoid loading too many bits when loading 16-bit colors.
Probably doesn't fix anything but more correct.
2013-11-26 14:30:32 +01:00
raven02 4d14f88455 Alternative consistent fix 2013-11-26 11:34:33 +08:00
raven02 a8d9796010 Fix texture cord in HW T&L 2013-11-25 21:07:30 +08:00
Henrik Rydgard 866ed28f64 Use VFMA in the one place where it's convenient. Some more optimization. 2013-11-24 19:50:56 +01:00
Henrik Rydgard e5e23f3ce1 ARM: Fix vsgn. Some vertex decoder tweaks. 2013-11-24 18:21:47 +01:00
Henrik Rydgard 030e6460cc ARM: NEON-optimize software skinning 2013-11-24 18:03:42 +01:00
Henrik Rydgard acb3994172 Split VertexDecoder into files for ARM and x86, got too large. 2013-11-24 15:58:15 +01:00
Henrik Rydgard dfea160491 ARM: Use PLD (cache preload) in vertex decoder loop. 2013-11-24 15:08:47 +01:00
Henrik Rydgard f650b23c90 ARM: Add NEON widening and narrowing moves, and float/int convert.
Experiment a little in the vertex decoder.
2013-11-24 13:30:28 +01:00
Sacha 756f651eb2 Buildfix for older compilers, such as GCC 4.6.3 2013-11-22 16:22:41 +10:00
Unknown W. Brackets 70b6a4a796 Small optimization to vertex preview. 2013-11-20 22:36:48 -08:00
Henrik Rydgard e3d471f590 Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
Unknown W. Brackets d2bccfeba5 Omit a few commands from "DL Unknown" in debug. 2013-11-18 07:51:10 -08:00
Unknown W. Brackets ed16e42ca8 Cleanup, don't even need z here. 2013-11-17 14:49:51 -08:00
Unknown W. Brackets 018d95180a Fix 3d vertex preview. 2013-11-17 14:31:21 -08:00
Unknown W. Brackets a3bd2f1365 Fix Vec3ByMatrix44() and use it for matrix math. 2013-11-17 14:10:57 -08:00
Unknown W. Brackets b541c81ba3 Clean up Mat3x3 etc. constness. 2013-11-17 13:27:51 -08:00
Unknown W. Brackets fcc77f525f Implement some basic vertex previews on prim.
3D doesn't work correctly (sometimes it does...)  2D should be working.
2013-11-17 13:27:50 -08:00
Unknown W. Brackets ac8edb4282 Support reversed buffer formats in the ge debugger.
So that it doesn't show garbage under the softgpu.
2013-11-17 02:14:34 -08:00
Henrik Rydgård 4cf2b99316 Merge pull request #4529 from raven02/patch-19
Fix Summon Night 5 shadow breaking
2013-11-17 02:09:22 -08:00
Henrik Rydgård cd511cc43c In Freeze-Frame mode, don't wipe GPU resources when loading save states. 2013-11-15 16:30:55 +01:00