Unknown W. Brackets
057cad228c
Upload block transfers to FBOs when from ram.
2013-12-14 10:10:23 -08:00
raven02
078606a528
enum for GE_TEXFUNC_UNKNOWN1/2/3 = 5/6/7
2013-12-14 06:48:45 +08:00
raven02
affc7f44a6
Add extra GE_TEXFUNC_UNKNOWN1/2/3 which handle same as GE_TEXFUNC_ADD
2013-12-14 06:47:20 +08:00
raven02
5c6dbb8a31
Restore viewport when switching render targets
2013-12-14 04:14:59 +08:00
Henrik Rydgård
1cf3b16b4f
Merge pull request #4796 from raven02/patch-3
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Render correct fog in 3rd birthday and menu transparency in Kurohyou 2
2013-12-12 00:29:02 -08:00
Henrik Rydgård
6fed4e2683
Revert "Exact : should be applied to all rendering mode"
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This reverts commit f170d5ef7bc8f17a394aaa21a3ddf7dc38260ebf.
2013-12-11 16:59:20 +01:00
raven02
a1fd9eb149
Render correct fog in 3rd birthday and transparency in Kurohyou 2
2013-12-11 23:37:28 +08:00
raven02
f170d5ef7b
Exact : should be applied to all rendering mode
2013-12-11 23:27:04 +08:00
Henrik Rydgard
d4eee74b54
SoftGPU: Prepare for mipmapping. Getting the uv deltas seems tricky though...
2013-12-10 15:33:59 +01:00
Henrik Rydgard
791f434f88
Custom postshaders now load successfully
2013-12-10 15:33:58 +01:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
Henrik Rydgård
20873f2985
Remove unnecessary ifdef
2013-12-09 16:53:46 +01:00
Henrik Rydgård
b784daf424
Check for INF in fog coef, replace with large value. See #2387
2013-12-09 14:56:29 +01:00
raven02
75492719e8
std::bind build fix for VS2012
2013-12-09 21:06:38 +08:00
Henrik Rydgård
9e42086e21
Logspam reduction
2013-12-09 13:45:17 +01:00
Henrik Rydgård
e14f17b430
isClutSharedForMipmaps: This was presumably inverted by accident?
2013-12-09 12:46:13 +01:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
Unknown W. Brackets
c6a441965e
Move shared clut check to gstate.
2013-12-08 23:11:56 -08:00
Unknown W. Brackets
cdccf06b62
softgpu: Avoid some ScreenToDrawing() overhead.
2013-12-08 22:38:09 -08:00
Unknown W. Brackets
30394df775
softgpu: Make texture lookups do less math.
2013-12-08 22:37:45 -08:00
Henrik Rydgard
bd1d4e2d92
As if softgpu wasn't slow enough already, implement bilinear filtering.
2013-12-09 01:44:23 +01:00
Unknown W. Brackets
637a9de75d
Optimize out some clear mode checks.
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Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets
598d509fb9
Use multiple threads if available for softgpu.
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VIVA OVERHEAD. But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)
On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Henrik Rydgard
e2080f6c65
Revert "STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT"
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This reverts commit 59d3b92e710de1ed89b75401e223b24de2ca40fe.
Revert "zero alpha if stencil op consistently says to zero for format 5551 as well"
This reverts commit ed07a7f4111de8ecd3b6feb4e32597bbd8809c0b.
2013-12-08 17:48:22 +01:00
raven02
59d3b92e71
STENCIL_VALUE_UNKNOWN for DECR/INCR/INVERT
2013-12-08 22:19:13 +08:00
raven02
ed07a7f411
zero alpha if stencil op consistently says to zero for format 5551 as well
2013-12-08 22:05:31 +08:00
Henrik Rydgard
7b4759384f
Only zero alpha if stencil op consistently says to zero.
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Otherwise we may be better off keeping the alpha.
2013-12-08 13:04:54 +01:00
Henrik Rydgard
628bf497dd
Hopefully fix UV scaling properly this time.
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Check the faces in Hexyz Force please.
2013-12-08 11:52:20 +01:00
Henrik Rydgård
08a0709091
Merge pull request #4751 from unknownbrackets/reporting
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Cut down on reporting of FBO misuse
2013-12-08 01:18:39 -08:00
Unknown W. Brackets
0e4ca7f9a8
Stop reporting logic ops.
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We support them on desktop and they're not really often used.
2013-12-08 00:48:23 -08:00
Unknown W. Brackets
9de7b34d1c
Cut down on reporting of FBO misuse.
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These cases are likely to be okay.
2013-12-08 00:38:10 -08:00
Unknown W. Brackets
2df1db4c7e
Avoid optimizing out both constant colors.
2013-12-07 23:24:25 -08:00
Unknown W. Brackets
a4780f5199
Don't forget the alpha in non-fixed blending.
2013-12-07 23:21:45 -08:00
Unknown W. Brackets
808eeb3a25
Attempt to pick a better blend for stencil replace.
2013-12-07 10:02:46 -08:00
raven02
60def7baf9
Set src/dst alpha to non GL_ZERO in case STENCIL_VALUE_UNIFORM
2013-12-07 21:11:47 +08:00
Unknown W. Brackets
054501c100
Replace alpha when blend mode allows it.
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Some games are using fixed/fixed blending modes which work in our favor.
2013-12-07 02:54:33 -08:00
Unknown W. Brackets
113f9795f3
Try to more correctly handle stencil when blending.
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Although, not accurate, this will attempt to KEEP and etc.
2013-12-07 01:58:33 -08:00
Henrik Rydgard
c738364f67
Make sure to disable scissor when doing the initial clear of a new FBO.
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Minor cleanups.
2013-12-06 23:08:37 +01:00
Henrik Rydgård
3fb973af90
GL_NV_draw_texture requires more testing, turn off temporarily.
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Fix the V coordinates sent in while at it.
2013-12-06 13:01:34 +01:00
Henrik Rydgård
13cdbd5284
Mask away alpha when the stencil operation is KEEP
2013-12-06 11:15:13 +01:00
Henrik Rydgard
41209eb936
Stencil-to-alpha fragment tweak: Set alpha to 0 if we can't deduce the stencil value.
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This fixes the weird glowing shadows in Wipeout.
2013-12-04 19:55:09 +01:00
Henrik Rydgard
1a3e7a17fb
Workaround for spline UV scale problem with texcoord speedhack
2013-12-04 14:33:45 +01:00
Henrik Rydgard
95d5c28720
Fix bug where we scaled UV coordinates twice when a tex matrix was used.
2013-12-04 14:20:42 +01:00
Henrik Rydgard
3983144c42
Make sure that blending is disabled when doing DrawPixels.
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Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00
Henrik Rydgard
d1f054e033
Wait, we're not in clear mode there so no need to check.
2013-12-04 13:17:41 +01:00
Henrik Rydgard
10b9e83353
Dest alpha mask: Try some rules that seem to make sense from what we know now.
2013-12-04 13:16:22 +01:00
Henrik Rydgard
127864b679
Prevent post shaders from getting applied twice in some circumstances when playing video.
2013-12-04 11:46:42 +01:00
Henrik Rydgard
ca1d4172ca
Tiny optimization in block copies
2013-12-04 11:34:54 +01:00
Henrik Rydgard
e1657fec96
Get rid of WipeFramebufferAlpha ini-only option.
2013-12-04 09:41:25 +01:00
Henrik Rydgard
33efffe759
When blending (and we thus can't use stencil-to-alpha in frag shader), always write zero to alpha.
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It seems the PSP doesn't blend in the alpha channel.
Reduces glow problems in Gods Eater Burst and Wipeout - although Wipeout loses some glow
that should be there.
2013-12-03 11:27:31 +01:00