Unknown W. Brackets
d9510f8824
D3D11: Allow shader blend to self.
...
It was forcing from black before. See #9616 .
2018-11-24 10:19:28 -08:00
Unknown W. Brackets
e664e1c1dd
SoftGPU: Oops, properly apply pixel mask in 16-bit.
2018-11-23 07:57:39 -08:00
Henrik Rydgård
4942c52f73
Merge pull request #11172 from weihuoya/cullface
...
handle cullface, help to #10597
2018-11-23 09:56:17 +01:00
Henrik Rydgård
c1e1076c68
Merge pull request #11577 from unknownbrackets/lighting
...
Correct provoking vertex for lighting when flat shading
2018-11-23 09:32:16 +01:00
Unknown W. Brackets
529efded1c
GE Debugger: Fix display of raw normals.
2018-11-22 17:53:36 -08:00
Unknown W. Brackets
cd6783fa0d
GPU: Use provoking normal for lighting with flat.
...
This might interact strangely with skinning of texture matrix mapping, but
they're not likely to be used together.
2018-11-22 17:52:14 -08:00
Unknown W. Brackets
11a8857a7e
SoftGPU: Correct clipping for flat shading.
...
It needs to use the provoking color, regardless of culling or clipping.
Fixes Blade Dancer lighting (see #4140.)
2018-11-22 17:48:55 -08:00
Henrik Rydgård
c789c34274
Merge pull request #11575 from unknownbrackets/texture-self
...
GLES: Fix render-to-self detection
2018-11-22 20:05:16 +01:00
Henrik Rydgård
d9493009c7
Merge pull request #11574 from unknownbrackets/lighting
...
Correct various light param issues based on tests
2018-11-22 20:04:46 +01:00
Unknown W. Brackets
87085d18f0
GLES: Fix render-to-self detection.
...
Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
1c19bce514
GPU: Correct specular exponent zero.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6
GPU: Skip specular on negative diffuse factor.
...
This is correct per hardware tests, see #8403 . Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9
GPU: Correct powered diffuse with exp=0.
...
Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1
GPU: Handle spot light with 0 exp or length.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d
GPU: Skip specular on powered diffuse.
...
Matches hardware tests and improves lighting for Virtua Tennis, see #4140 .
2018-11-22 07:59:56 -08:00
Henrik Rydgård
442b57033f
Attempt to fix the last very common issue of #11493 by being paranoid
2018-11-21 22:40:54 +01:00
Unknown W. Brackets
10fa20cb06
SoftGPU: Fix pixel mask on rectangle clear.
...
Oops, had inverted it. This caused it to improperly clear when masked.
2018-11-19 06:15:55 -08:00
Unknown W. Brackets
b2d60cb807
SoftGPU: Cleanup lighting code a bit.
...
Avoid using Length() when Length2() is enough, simplify some things.
2018-11-18 07:28:03 -08:00
Henrik Rydgård
ccc4e2e9ca
Merge pull request #11567 from unknownbrackets/lighting
...
Correct shade mapping when light pos is all zeros
2018-11-18 10:15:41 +01:00
Unknown W. Brackets
3cf3985c8d
GE Debugger: Support record for more render types.
...
This should handle both games that use display, and games that don't.
2018-11-17 22:12:45 -08:00
Unknown W. Brackets
179514e8d7
GE Debugger: Avoid writing 0 sized packets.
...
This causes errors on allocation sometimes due to things like count=0 in a
prim command.
2018-11-17 22:01:14 -08:00
Unknown W. Brackets
0c5c776bb9
GPU: Correct shade mapping with 0,0,0 light pos.
...
May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Unknown W. Brackets
986371c633
SoftGPU: Normalize 0,0,0 as 0,0,1 for shade map.
...
Takes care of #4155 for software rendering.
2018-11-17 18:16:54 -08:00
Unknown W. Brackets
6600896312
GPU: Fix shade mapping in soft transform.
...
Was using invalid values when lighting was off.
2018-11-17 18:05:32 -08:00
Henrik Rydgård
036556c371
Merge pull request #11564 from unknownbrackets/ge-dump
...
GE Debugger: Preserve VRAM textures / render-to-texture in dumps
2018-11-17 23:32:20 +01:00
Unknown W. Brackets
2d3885fc1a
GE Debugger: Fix display event record timing.
...
When the display happens mid frame, this fixes it so you can see the
result easily when running the dump, without manually stepping through.
2018-11-17 11:14:10 -08:00
Unknown W. Brackets
6383f407d1
GE Debugger: Avoid overwriting in softgpu playback.
2018-11-17 10:06:31 -08:00
Unknown W. Brackets
169d2fa444
GE Debugger: Preserve VRAM textures in dumps.
...
Should allow for (some) reproduction of render-to-texture behavior.
2018-11-17 10:06:31 -08:00
Unknown W. Brackets
6cba46bd62
GE Debugger: Fix handling for framebuf changes.
2018-11-17 08:56:32 -08:00
Unknown W. Brackets
d245e002c7
GE Debugger: Record block transfer too.
2018-11-17 08:55:54 -08:00
xebra
04708fe88a
[spline/bezier]Unify SubmitSpline/Bezier.
2018-11-13 18:22:34 +09:00
Henrik Rydgård
32cd6dfae6
Take care of most cases of render-to-virtual-readback-buffer, I think.
2018-11-12 08:20:28 +01:00
Henrik Rydgård
6269d9b893
Support virtual readbacks for detected-memcpy framebuffer copies, delete MotoGP hack.
2018-11-12 08:20:28 +01:00
Henrik Rydgård
7abbc1bebd
Add compat flag to allow virtual framebuffer readbacks (auto-create fb from readback destination). Does not yet work outside VRAM but should fix Digimon Adventure.
2018-11-12 08:20:27 +01:00
Henrik Rydgård
cf653b7631
No need for fb_normalized_address
2018-11-12 08:19:20 +01:00
Henrik Rydgård
b17fc67c45
Get rid of MaskedEqual
2018-11-12 08:19:19 +01:00
Henrik Rydgård
15f2e48887
Only mask away Z mirrors if inside VRAM
2018-11-12 08:19:19 +01:00
Henrik Rydgård
d8f4a70396
Remove constraint that virtual framebuffers have to represent VRAM.
...
Prerequisite for #11531 , virtual readbacks.
2018-11-12 08:19:14 +01:00
Henrik Rydgård
9c6f7000b7
New spline stuff seems to need bigger storage buffer pools
2018-11-11 22:52:37 +01:00
Unknown W. Brackets
4996084665
GPU: Dirty frag shader on depth write.
...
We use this flag to determine whether we use discard, so it changes shader
ids. Fixes the layering part of #11535 .
2018-11-06 21:16:51 -08:00
Henrik Rydgård
67d6e3d384
Framebuffer blit: Clip src rectangle as well
2018-11-05 00:34:04 +01:00
Henrik Rydgård
2c5922b0ad
Merge pull request #11530 from unknownbrackets/dxt
...
Make DXT alpha and color calculation more accurate
2018-11-04 18:51:54 +01:00
Unknown W. Brackets
bd294f658f
TexCache: Round DXT5 alpha up.
...
This isn't quite right, but it seems better than rounding down.
Experimented with a lower round up value, but none were right - the
weighting must be more complex.
2018-11-04 09:36:39 -08:00
Unknown W. Brackets
df200fc3d2
TexCache: In DXT3, don't swizzle alpha.
...
Hardware doesn't seem to.
2018-11-04 09:36:39 -08:00
Unknown W. Brackets
c31e01771e
TexCache: Respect color order in DXT3/5.
...
Hardware is still doing DXT1 style colors in this scenario.
2018-11-04 09:36:39 -08:00
Unknown W. Brackets
11ab4e8634
TexCache: Mix DXT colors using 2/3 not 3/8.
...
Hardware draws using 2/3. Adding this way matches rounding, too.
2018-11-04 09:36:39 -08:00
Unknown W. Brackets
35a1d8a1ef
TexCache: Decode DXT1 zero alpha as black.
...
Hardware tests show this is how it decodes, which is more like standard
DXT1 decoding.
2018-11-04 08:09:56 -08:00
Unknown W. Brackets
38eb9d12d0
TexCache: Don't swizzle DXT1 colors.
...
Hardware tests show that this shouldn't happen. May be important for
color tests, etc.
2018-11-04 08:09:13 -08:00
Henrik Rydgård
22c066515e
Merge pull request #11425 from xebra/refactor_spline_bezier
...
[Refactoring] Improve spline/bezier.
2018-11-04 17:04:29 +01:00
Henrik Rydgård
6eb4c141a6
Merge pull request #11510 from unknownbrackets/scissor
...
GLES: Correct invalid scissor handling
2018-11-02 11:09:05 +01:00