Commit Graph
192 Commits
Author SHA1 Message Date
Unknown W. Brackets b4b81744ee Use dst factor w/ dst in reverse sub blending. 2014-08-26 00:39:14 -07:00
Unknown W. Brackets 17ab856a35 Always zero drawn pixels with zero. 2014-08-24 10:24:29 -07:00
Unknown W. Brackets 90746fb5b2 Support INVERT with stencil alpha replacement. 2014-08-24 10:24:28 -07:00
Unknown W. Brackets 0018638458 Support INCR/DECR with stencil value replacement. 2014-08-24 10:24:28 -07:00
Ced2911andHenrik Rydgard d4adc3abb8 [dx9] don't do alpha test in pixel shader, use state mapping
hrydgard: Cleaned up a bit, disabled by default

Conflicts:
	GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Unknown W. Brackets 7f61da2e5a Add a hack for Silent Hill games.
Either way has different problems, but it sounds like this will work
better for Silent Hill.  Probably still rendering wrong, unfortunately.
2014-08-18 23:20:49 -07:00
Unknown W. Brackets a43c3771a3 More correctly blend when hitting the frame cap.
If we hit too many blits per frame, fall back correctly in the shader.
2014-08-18 23:20:48 -07:00
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 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
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 edd760fe39 Oops, forgot a cast. 2014-07-03 01:30:08 -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 6e751f8092 Use shader blend for min/max when unsupported. 2014-06-17 00:20:06 -07:00
Unknown W. Brackets 17f5acd8b0 Support more src alpha doubling modes.
These prevent the need for more blits.
2014-06-17 00:20:05 -07:00
Unknown W. Brackets 143ad92afd Convert blending to doubling in more cases.
We're not doubling the alpha, so all these cases are safe regardless of
the alpha value.
2014-06-17 00:20:04 -07:00
Unknown W. Brackets 256436b594 Support fixed/fixed blending without a blit. 2014-06-17 00:20:04 -07:00
Unknown W. Brackets d1357e5bc8 Fix another mistake in color test masking. 2014-06-16 02:12:08 -07:00
Unknown W. Brackets a28354f072 Fix dumb typo. 2014-06-16 01:42:19 -07:00
Unknown W. Brackets 982f0416a2 Pre-mask alphatest value as a small optimization.
Might cause small behavior difference on gles2 (without bitwise ops.)
2014-06-16 00:35:30 -07:00
Unknown W. Brackets 2038bc5527 Support alpha / color test masks on desktop/gles3.
Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00
Henrik Rydgård 036cde7768 Merge pull request #6313 from unknownbrackets/gpu-minor
Implement in-shader blending on gles2 / gl2
2014-06-14 09:21:30 +02:00
Unknown W. Brackets 444128dcdd Support NEVER alpha/color tests. 2014-06-13 23:44:40 -07:00
Unknown W. Brackets 1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Henrik Rydgard 3e97713d16 Revert "Remove option" (disable alpha test)
Fixes issue #6286.

This reverts commit d2ce635bbf.
2014-06-10 23:13:42 +02:00
Henrik Rydgard 34b5a1c2f3 Disable precision qualifiers on desktop GL 2014-06-10 22:44:53 +02:00
Unknown W. Brackets b163ab9203 Use an extra shader id bit to skip offsetting.
Since the vast majority of the time it will be 0.
2014-06-08 14:28:18 -07:00
Unknown W. Brackets 865941a66d Ignore needShaderTexClamp when not texmapping. 2014-06-08 14:27:57 -07:00
Unknown W. Brackets acab898be0 Keep track of x/y offset for render-to-tex.
Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Unknown W. Brackets ed39bb7a9c When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets da438b7c68 Fix clamping to the correct texel.
This fixes things when edges bleed in from a larger framebuffer.  We need
to clamp to the internal texels of the range.
2014-06-07 19:30:46 -07:00
Unknown W. Brackets 33b4cc2bcc Apply clamp and wrap to tex projection as well.
Not sure if this is the correct method or not, since it doesn't really
work properly right now.
2014-06-07 14:19:53 -07:00
Unknown W. Brackets cc841bbe4c Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Henrik Rydgard a64fe6324a Remove report I don't think we need anymore 2014-06-05 21:18:08 +02:00
Unknown W. Brackets 4461c7e3c4 Oops, remove an old wrong comment. 2014-05-31 22:07:43 -07:00
Unknown W. Brackets 766968e942 Don't use shader blending without buffers.
Ugh, making ComputeFragmentShaderID() slower again...
2014-05-30 09:01:22 -07:00
Unknown W. Brackets fce7d8c697 Ignore the funcs for min/max/absdiff.
Seems from reports that they are indeed ignored, just wanted to verify.
2014-05-27 01:45:21 -07:00
Unknown W. Brackets 0eae30dddb Set a bit to account for fixa/fixb/etc. logic. 2014-05-27 01:45:20 -07:00
Unknown W. Brackets b8a2410934 Oops, typo. 2014-05-27 01:45:19 -07:00
Unknown W. Brackets 41ca303bee Skip a few more fixa/fixb combos. 2014-05-27 01:45:18 -07:00
Unknown W. Brackets a67327759f Double using multiply not add, should be fine. 2014-05-27 01:45:17 -07:00
Unknown W. Brackets 4b978ed6f9 Apply unsupported blending modes in the shader.
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets 99458d7797 Avoid forcing nearest/disabling linear if possible.
If we know that the test is trivially true, we don't need to worry about
the test.  May help #4405.
2014-05-15 22:38:44 -07:00
Unknown W. Brackets f660c04983 Optimize double alpha blending for 1/0 textures.
If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead.  Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Henrik Rydgard cf4887ecdd Update native to detect the EXT and NV extensions separately. Only look at the NV one. 2014-04-18 19:30:10 +02:00