Commit Graph
41 Commits
Author SHA1 Message Date
Henrik Rydgard ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
Henrik Rydgard 1c68069083 refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
Unknown W. Brackets 6e50a0b274 Allow depal palette entries to repeat.
This is what happens if the base is 0x10 in 8888 mode (means | 0x100.)
2015-04-26 00:36:08 -07:00
Unknown W. Brackets 0dda098b2b Oops, forgot to actually reset vertex shader. 2015-03-15 17:05:23 -07:00
Unknown W. Brackets d00f6adf11 Avoid querying attrib locations in depal runtime. 2015-03-15 14:44:13 -07:00
Unknown W. Brackets 8f8aeaef77 Improve depal shader failure cases.
Primarily, this handles lost (e.g. Android sleep) better, in that it
recreates the vertex shader.  Previously, this would simply cause all
future depal operations to fail, and to constantly retry compiling and
linking the failed program.
2015-03-15 13:15:16 -07:00
Unknown W. Brackets c7984dd93e Use texture stage 3 for the palette, always.
It's better to keep a stage dedicated to each thing.  This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
Henrik Rydgard 0c9f541a43 Move depalettize-shader generator to Common 2015-03-01 11:15:27 -08:00
Unknown W. Brackets 5ddb848d09 Fix depal shaders on GLES3 devices.
This path should have only > GL 3.3 or GLES3 so texture() is okay.
2014-07-02 22:35:47 -07:00
Unknown W. Brackets 73d77d3e8a Warning fix. 2014-06-21 18:04:00 -07:00
Unknown W. Brackets e0b4aa68d0 Typos. 2014-06-21 12:04:27 -07:00
Unknown W. Brackets 0418c8071a Support more shift/masks in fb cluts on GLES2. 2014-06-21 11:10:57 -07:00
Sacha 7bbdabdfa2 glBindFragDataLocation is not needed. Thanks HdkR. 2014-06-17 15:52:46 +10:00
Sacha 9961ef1ba7 Qt: Buildfix USING_GLES2 and not MOBILE_DEVICE 2014-06-17 15:30:03 +10:00
Henrik Rydgard 339c4d7dc3 Fix a bunch of typos breaking various utility shaders on GLES
Fixes white shadows in FF-Type 0 on Tegra, as mentioned in #6268
2014-06-09 19:15:45 +02:00
Unknown W. Brackets f801123849 Correct some depal format reporting. 2014-06-08 23:28:55 -07:00
Sacha 319c0efcb2 Remove MAY_HAVE_GLES3 2014-06-02 12:08:49 +10:00
Unknown W. Brackets bd67cdab3f Add basic decimation to the depal clut cache. 2014-05-31 22:07:41 -07:00
Unknown W. Brackets c142207a93 Fix a few warnings, mostly type comparisons. 2014-05-31 21:42:57 -07:00
Sacha 85c42e6932 Switch to libpng17 to resolve NEON issue on iOS + other bug fixes. 2014-05-31 04:36:35 +10:00
Henrik Rydgard d4c7922c25 framebuffer-clut: Fixes to ES 2.0 path, slight simplification to ES 3.0 path 2014-05-29 12:30:07 +02:00
Unknown W. Brackets bf5946203d Fix a couple typos, oops.
Framebuffer one probably broke Grand Knights History some, depal one
probably broke some clut stuff.
2014-05-28 00:19:51 -07:00
Henrik Rydgard 06fda72701 framebuffer-clut fixes for ES2 2014-05-28 08:47:54 +02:00
Henrik Rydgard 44d9af9222 Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
Unknown W. Brackets 126ed25a48 Correct clut depal indexing. 2014-05-27 22:11:20 +02:00
Unknown W. Brackets 7ee6546609 Cache clut textures based on clut format.
Since we would end up with a different palette (size, interpretation of
bits, etc.)
2014-05-27 22:11:19 +02:00
Henrik Rydgard d90da45a76 On PC, OpenGL 3.3 is enough for the new path, don't need ES 3 full compat. 2014-05-27 22:10:37 +02:00
raven02 e2a4e13e38 Small one , not a big deal 2014-05-27 22:10:37 +02:00
Henrik Rydgard 7062da0483 Fix some more issues. The snow scene in FF Type 0 now looks B/W instead of broken. 2014-05-27 22:10:36 +02:00
Henrik Rydgard 3f16765f1c Allow 512 entries in 16-bit CLUTs. Also, forgot offset. 2014-05-27 22:09:29 +02:00
Henrik Rydgard c3524246de Add GLES3 path to depalettization. Doesn't seem to help much though, must be missing something. 2014-05-27 22:09:28 +02:00
Henrik Rydgard b82de69a2d depal: slightly better error reporting. 2014-05-27 22:09:28 +02:00
Henrik Rydgard 8b3f317bbf Typo fixes, thanks raven02. Fix deinitialization crashes. 2014-05-27 22:09:27 +02:00
Henrik Rydgard 634add3a46 Depalettize works at other resolutions than 1x. For some strange reason though if you change resolution in game it breaks. 2014-05-27 22:09:26 +02:00
Henrik Rydgard d414327da7 Use a small offset to turn NEAREST into floor() when sampling the clut.
Minor fixes and cleanups.
2014-05-27 22:09:25 +02:00
Henrik Rydgard 00c24ad3fc Support aligned 4-bit accesses to 32-bit framebuffers 2014-05-27 22:09:24 +02:00
Henrik Rydgard ee150fadbb Update CMake and Android build 2014-05-27 22:09:23 +02:00
Henrik Rydgard f517fa4ac8 Fix typo-bug when setting sampler uniforms, tweak fudge factors. 2014-05-27 22:09:23 +02:00
Henrik Rydgard d0e65054a4 A bit closer to working. Shadow visible 2014-05-27 22:09:22 +02:00
Henrik Rydgard 8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgard 37e9fc59b3 2x alpha: Safer change than the last attempt. Still fixes P2. I think this can be simplified, anyway. 2014-03-29 12:10:44 +01:00