Commit Graph
710 Commits
Author SHA1 Message Date
Henrik Rydgard 7ffdac39bc Disable the for loop in the vertex shader again. Some lame drivers don't seem to like it. 2013-05-23 12:49:34 +02:00
Henrik Rydgard e2024674a4 Undo an optimization that broke skinning a bit... 2013-05-22 19:49:58 +02:00
Henrik Rydgard 199907b9ed Shader simplification - well, more of it. Hopefully this helps the mali problems a bit more. 2013-05-22 15:52:10 +02:00
Unknown W. Brackets 373561b90e Don't store clutformat in the texcache entry. 2013-05-20 01:00:14 -07:00
Unknown W. Brackets 3efe7ae24d Cache based on the full clutformat.
Not just 2 bits of it.  Oops.  Simpler this way.
2013-05-20 00:53:39 -07:00
Henrik Rydgard 29ab5e7801 Shader simplification: Flip skinning math around. Remove a temporary from the texcoord generation code. Update ffmpeg submodule pointer. 2013-05-20 00:16:29 +02:00
Henrik Rydgard d9ed61c04a Shader simplification: Get rid of some uniforms when possible. 2013-05-19 16:38:52 +02:00
Henrik Rydgard 063e23dc0d Shader simplification: Share even more variables between lights. 2013-05-19 14:45:56 +02:00
Henrik Rydgard a1d549c59f Shader simplification: Share some variables between lights to help bad register allocators 2013-05-19 14:36:07 +02:00
Henrik Rydgard 0ff8be1b1a Shader simplification: Get rid of lightSum1 when not needed. 2013-05-19 14:23:17 +02:00
Henrik Rydgard b3cc5859dc Shader simplification: Get rid of lightscale where possible 2013-05-19 13:52:47 +02:00
Henrik Rydgard 06e4441213 Shader simplification: .rgb += instead of vec4(..., 0.0f) 2013-05-19 13:51:46 +02:00
Henrik Rydgard b1dd449f8f Remove accidentally-added extra "precision highp float" from vshader gen 2013-05-18 23:21:42 +02:00
Henrik Rydgard 9af5499b21 Optimize bone matrix updates. 2013-05-18 21:18:45 +02:00
Henrik Rydgard 1b210fab14 Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816. 2013-05-18 20:45:52 +02:00
Henrik Rydgard dca2406374 Add more precision specifiers to vertex shader 2013-05-18 19:51:52 +02:00
Henrik Rydgård 367e9bcefb Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway 2013-05-16 17:18:53 +02:00
Unknown W. Brackets 03f3f99e39 Don't use ivec in the fragment shader.
Attempt at #1777.  Needs the + 0.5 to round properly on mobile.
2013-05-12 13:09:02 -07:00
Unknown W. Brackets 41fb41afdb Only report these once to avoid spam. 2013-05-12 12:00:21 -07:00
Unknown W. Brackets 5619c84432 Defer palette conversion after clut load.
Because the format can easily be specified afterward.
2013-05-12 10:57:41 -07:00
Unknown W. Brackets 39c0e6c096 Add reporting for unsupported GE commands.
And clean up some disasm for a couple others.
2013-05-12 10:30:26 -07:00
Unknown W. Brackets 5ecacd6bc8 Don't double alpha when alphablend is disabled.
Probably doesn't affect much.
2013-05-12 09:31:23 -07:00
Unknown W. Brackets 5223ee3d1b Move the font clut opt check to clut load.
And remove the report for mipmap sharing, seems to work...
2013-05-12 09:26:17 -07:00
Unknown W. Brackets 901a7b804e Implement mipmap clut sharing/not sharing.
It was kinda already there, probably from JPCSP.  Not well tested,
but this is what JPCSP does and it makes sense.
2013-05-12 09:04:50 -07:00
Unknown W. Brackets 7e23299c36 Immediately load the clut on LOADCLUT. 2013-05-12 01:56:26 -07:00
Unknown W. Brackets 518394cca8 Allow the full features string to be logged. 2013-05-12 01:56:25 -07:00
Unknown W. Brackets 4c43da9c23 Only apply the clut offset when using the clut.
This may fix games that use the clut offset having wrong colors.
2013-05-12 01:56:25 -07:00
Unknown W. Brackets 5a81bfd1fb Don't invalidate textures based on the clutaddr.
The cluthash should be sufficient, and this is less to pass around.
2013-05-12 01:56:25 -07:00
Unknown W. Brackets 7dd0d242e2 Load the clut only using LOADCLUT, not every tex.
This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
2013-05-12 01:56:24 -07:00
Unknown W. Brackets 342ae6c322 Reuse the fullhash when it triggers a reload.
Instead of hashing it again a few microseconds later...
2013-05-12 01:56:24 -07:00
Unknown W. Brackets 724495cbb3 Mix add and xor in the texcache for better results. 2013-05-12 01:56:23 -07:00
Unknown W. Brackets 347bccf9bc Fix bone matrix number disasm. 2013-05-11 10:31:04 -07:00
Unknown W. Brackets a22934885d Improve GE disasm for a few commands. 2013-05-11 10:16:56 -07:00
Unknown W. Brackets 84ab8aa79b Add reporting for alphatest mask.
Actually, maybe it being 0x00 could be advantageous...
2013-05-11 01:19:46 -07:00
Unknown W. Brackets 4b91c7e707 Implement DXT3 alpha. 2013-05-10 00:49:13 -07:00
Unknown W. Brackets c937a22f26 Only double the color with color doubling.
Not the alpha.
2013-05-09 23:31:53 -07:00
Henrik Rydgård 8ada3aa8b4 Merge pull request #1727 from unknownbrackets/perf
Keep track of whether textures have alpha values or not
2013-05-09 01:27:32 -07:00
Unknown W. Brackets 47c404b925 Clean up some comments. 2013-05-09 01:19:55 -07:00
Henrik Rydgard 5c1425f900 Detect clears, replace with glClear(). Needs more testing, disabled for now. 2013-05-09 09:47:39 +02:00
Unknown W. Brackets 4a30221c95 Ignore texfunc RGBA when texture is full alpha.
This allows us to skip some work in the fragment shader.
2013-05-08 23:14:20 -07:00
Unknown W. Brackets cb217189c5 Keep track of whether a texture has alpha.
This way we know what sorts of blending we even have to do.  Commonly,
textures don't have any real alpha.

Not yet used for anything.
2013-05-08 23:14:19 -07:00
Sacha 33e7169248 New Option for Blackberry keyboard devices: Partial Vertical Stretch
Stretches screen vertically by ~38% (midpoint of stretched and non-stretched).
Set this on by default for keyboard devices. Also set 'Show Touch' off by default.
2013-05-08 23:23:24 +10:00
Henrik Rydgård 17e084d77e Fix objects showing through road in Ridge Racer. Clears can set whether
to affect depth or not, need to respect that bit. Fixes #1712.
2013-05-08 11:29:24 +02:00
Unknown W. Brackets 34da6f983a Fix reporting typo logging wrong things. 2013-05-08 00:35:17 -07:00
Henrik Rydgård b3355b2f7c Mac build fix. Rename WindowZoom ini parameter to force-reset it as it
should always be 1 on Android for now.
2013-05-07 23:28:19 +02:00
Unknown W. Brackets ebf1b57834 Rename round255f to roundAndScale255f.
Seems to verbose to me, but no one can think it doesn't scale or round
this way.
2013-05-07 08:02:27 -07:00
Unknown W. Brackets f2b4c4a0bc Pre-round the colortest/alphatest reference val. 2013-05-07 07:52:49 -07:00
raven02 eba452f1ba Add back round255f and round255v to u_alphacolorref 2013-05-07 21:52:40 +08:00
raven02 3744f6ee28 Fix colortest rounding using vec3 2013-05-07 19:53:48 +08:00
raven02 274b9c712c Add rounding to equality check for ColorTest 2013-05-07 16:47:53 +08:00