Commit Graph
61 Commits
Author SHA1 Message Date
Henrik Rydgard cdef31f9fc Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any. 2013-05-26 14:03:02 +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 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 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 c937a22f26 Only double the color with color doubling.
Not the alpha.
2013-05-09 23:31:53 -07:00
Unknown W. Brackets 47c404b925 Clean up some comments. 2013-05-09 01:19:55 -07:00
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 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
Unknown W. Brackets 9537be9ebb Don't double src alpha when it's not safe to do so.
Fixes LittleBigPlanet vignette.
2013-05-03 01:10:59 -07:00
Unknown W. Brackets 8f27d03af3 Double alpha at least for a known case.
Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets 3a769bb047 Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Henrik Rydgard e3f183bc28 ColorDouble needs to be in the fragment shader ID 2013-04-27 18:33:56 +02:00
Henrik Rydgard c04ce5a64e Implement projective texture mapping. It's not used a great deal but good to have. 2013-04-17 21:41:47 +02:00
Henrik Rydgard ea11c36091 Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls. 2013-04-15 22:57:54 +02:00
raven02 3252eb6554 Fragment Shader : use mix() for decal/blend 2013-04-08 22:48:40 +08:00
Henrik Rydgard e246ffe20c fragment shader: RGBA DECAL does make more sense this way 2013-04-07 20:37:19 +02:00
raven02 b03dfeb8a6 Clean up if-else 2013-04-06 22:28:38 +08:00
raven02 34f6a7512f Miss parenthesis in GE_TEXFUNC_BLEND 2013-04-06 22:24:04 +08:00
BeaR da1b345cd4 HW T&L: Change unlitcolor initialization and cleanup fragmentshader formatting 2013-04-02 12:24:22 +02:00
raven02 6396324f57 Add few isEnabled() in GPUState for Alpha/Color/Lighting/Texture Test 2013-03-27 18:35:54 +08:00
raven02 68faecd87c minor cleanup only 2013-03-25 22:57:40 +08:00
raven02 51fdd2a665 Enable ColorTest 2013-03-25 22:36:56 +08:00
Henrik Rydgard 724a7c8c93 Revert latest fliptexture hack. This seems to work better. 2013-03-11 20:26:47 +01:00
Henrik Rydgard de469e77a4 Fix silly typo breaking alpha test in many cases. Make some log VERBOSE. 2013-03-11 19:40:47 +01:00
Henrik Rydgard 14b35c8d2d Turning off alpha test on GREATER than 0 and LESS than 255 wasn't safe. Only GEQUAL and LEQUAL, duh! 2013-03-11 19:29:13 +01:00
Henrik Rydgard ac47d74d7b Remove obviously useless alpha tests. May help speed on mobile GPUs a little. 2013-03-11 18:43:36 +01:00
Henrik Rydgard 654620cb66 Adreno doesn't like negations when using discard, apparently.. 2013-03-10 16:01:00 +01:00
Henrik Rydgard bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
raven02 b862841dd4 Put PPGeDraw into CalculateFPS() and add enableColorDoubling alias 2013-03-03 15:33:03 +08:00
raven02 d99ca71a47 Add u_colormask and use it in enableColorTest 2013-02-25 05:45:35 +08:00
raven02 26f37277f4 Use enableColorTest for colortest 2013-02-13 07:57:15 +08:00
Henrik Rydgard bdc467769e Some shader and vertex format optimizations 2013-02-05 01:37:00 +01:00
raven02 104dfcb6e4 Fix too dark issue in-game 2013-01-25 21:15:56 +08:00
Henrik Rydgard dbdd461a53 Fix issue with vertex shader IDs. Write the 4th component of packed vectors.
The latter makes sure we leave no holes in the CPU writebuffer.
2013-01-22 22:27:03 +01:00
Henrik Rydgard e04f5156ee Fix a few graphics issues, optimize shader ID generation (fewer shaders) 2013-01-22 22:03:41 +01:00
Henrik Rydgard 784c191caf Fix bugs with fog bit in shader IDs 2013-01-21 00:34:37 +01:00
Henrik Rydgard 7271e3fcd5 Fix fog and stencil buffer clearing. The latter fixes the sky in MotoGP. 2013-01-14 20:44:11 +01:00
Henrik Rydgard 03eacd1af3 Save 16K. 2013-01-07 13:00:28 +01:00
Henrik Rydgard 62cc953bad Specify an older GLSL version for compat, we don't use new features anyway because of ES 2.0. 2013-01-07 10:07:00 +01:00
raven02 55f986428d Use 2.0 alpha value to match real PSP 2013-01-01 22:00:20 +08:00
Henrik Rydgard 4f376a2c34 Hardware vertex transform, preliminary and optional. No lighting yet. Disabled until it works right... 2012-12-20 15:07:58 +01:00
Henrik Rydgard b8d596cbec Add some infrastructure for flexible vertex formats 2012-12-19 18:35:37 +01:00
Henrik Rydgard 4046146164 Add experimental wireframe mode for debugging. Fix texenv color. Code cleanup. 2012-12-19 15:14:41 +01:00
Henrik Rydgård 36943db4ec Merge branch 'master' of github.com:hrydgard/ppsspp
Conflicts:
	Core/Config.h
2012-12-05 10:57:30 +07:00
Henrik Rydgård 700921deb3 Fix rendering on MacOSX (shader compiler very fussy...). Minor prep for hw transform. 2012-12-05 10:55:06 +07:00
Sacha 5316f856d1 Blackberry 10 Port
* Replace SDL with asound backend (removes the only dependency)
* Remove all references to SDL in bar-descriptor.xml, blackberry_build.sh
* Greatly simplify blackberry_build.sh
* Modify CMakeLists.txt to account for removal of SDL
* Remove redundancy in CMakeLists.txt (EGLv2)
* Refactor nativeExtra's and setting targets
* Remove android/CMakeLists.txt (unrelated file)
* Update for latest Blackberry NDK (1088)
* Handle bug with VSync in latest NDK
* Update bar-descriptor.xml to version 0.4
* Fix define on iOS in FragmentShaderGenerator.cpp
* Specify NDK used in Credits by target platform, add contributor, remove redundancy
2012-12-02 14:48:00 +10:00