Henrik Rydgård
1507358b45
Merge pull request #4322 from unknownbrackets/gpu-minor
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Make sure frag shader ID matches generated code
2013-10-26 08:28:41 -07:00
Unknown W. Brackets
2c56ccef18
Make sure frag shader ID matches generated code.
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Before, we would use an id with alphatest on, but not actually compile in
alphatest. Or, we would use a shader with alphatest, when we actually
could compile it out.
2013-10-26 02:19:02 -07:00
Unknown W. Brackets
f9352ad0b8
Update fbos even if they're not the display.
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But only when coming from a video or other safe source, to ensure we don't
hurt speed. Although, might be interesting to do it always?
With the previous commit, fixes #4273 .
2013-10-26 00:36:37 -07:00
Unknown W. Brackets
7aa70b473b
Set the viewport properly on video frame draw.
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Fixes #3771 , video frames being drawn at the wrong size at non-1x.
2013-10-26 00:32:03 -07:00
Henrik Rydgård
b896a29ec0
New attempt at solving #4272 by not using alpha in the backbuffer.
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If some effect ends up requiring destination alpha, just use buffered
rendering.
2013-10-25 12:44:21 +02:00
Unknown W. Brackets
deaaa99763
Exclude 0xFF from logging, happens a lot.
2013-10-24 22:03:10 -07:00
Unknown W. Brackets
ac027fac81
Fix missing uniform for GE_TEXMAP_TEXTURE_MATRIX.
2013-10-24 21:59:44 -07:00
Henrik Rydgård
5705acba04
Cleanup
2013-10-23 16:10:58 +02:00
Sacha
b0d7f758be
Remove QCOM binning control detection. Qualcomm suggests not to use it and it causes crashes on my Adrenos anyway.
2013-10-23 15:02:48 +10:00
Sacha
78d6ad6f80
Clean up GLES3init. Pass Blackberry version through to defines. Update QCOM binning comment.
2013-10-23 15:02:48 +10:00
Henrik Rydgard
5d47aabb08
Seems we need high precision for fog on PowerVR. #4287 might be fixed by this.
2013-10-22 19:56:06 +02:00
Henrik Rydgard
726de7086d
Fix postprocessing shaders on Tegra
2013-10-22 15:56:07 +02:00
Henrik Rydgard
2292531dd6
Small optimization for Disable Alpha Test - makes sure we don't generate the same shader twice.
2013-10-22 15:15:13 +02:00
Henrik Rydgard
a88ab80477
Only clear the shader cache when toggling "Disable alpha test"
2013-10-22 14:34:16 +02:00
Henrik Rydgard
cae2934c70
Buildfix
2013-10-22 13:40:51 +02:00
Henrik Rydgard
bf59f3db73
Add ugly hack setting for PowerVR to disable alpha test
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Causes glitches but the speedup is truly massive in some games so I relent :/
Please do not report graphics bugs when this is enabled...
Future: Maybe remove this setting except on PowerVR?
2013-10-22 13:00:19 +02:00
Henrik Rydgard
7d8aed096a
Add proper support for upscaling shaders, add Spline36 upscaling
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Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...
This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00
Henrik Rydgard
492fcb261b
Reset viewport in CopyDisplayToOutput. Fixes flickering video in non-1:1 resolutions in some games.
2013-10-22 11:19:06 +02:00
Henrik Rydgard
0dd0948f81
The built-in draw2d shader doesn't need a version number specified
2013-10-21 00:42:46 +02:00
danyalzia
4567acaf92
Only turn on filtering in FMV when alpha test isn't enabled
2013-10-20 20:15:25 +05:00
Unknown W. Brackets
edb4472927
Fix some formatting warnings.
2013-10-19 14:57:45 -07:00
Henrik Rydgard
80702109f5
Move gpu vendor detection to native with the rest of the gl init.
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Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
Henrik Rydgard
8b5eff3677
Only turn off filtering on color test in through mode. Should fix #4192 , #4202
2013-10-15 11:59:32 +02:00
raven02
bf7c9fe631
Force Nearest when color test enabled and rendering resolution greater than 480x272
2013-10-14 17:07:45 +08:00
Unknown W. Brackets
9cbb1cb8d3
Warning fix.
2013-10-13 09:34:54 -07:00
Henrik Rydgard
e54107033d
Don't crash on post-shader compile errors.
2013-10-13 12:06:55 +02:00
Unknown W. Brackets
85c013c5b6
Fix a crash in OpenGL on game shutdown.
2013-10-12 01:39:50 -07:00
Sacha
d49b4fad9a
Miscellaneous changes for Blackberry.
2013-10-12 17:19:02 +10:00
Henrik Rydgard
e0b19decca
Add generic "PostShader" functionality, replacing FXAA (it's one of them).
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Replaces #4018 , sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
danyalzia
8bed8f922e
fix a bug :/
2013-10-11 19:54:26 +05:00
danyalzia
88c36b5b25
Add Auto-texture scaling
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Update resource.h
Update WndMainWindow.h
Update WndMainWindow.cpp
Update ppsspp.rc
position fix
Update TextureCache.cpp
Update TextureCache.cpp
2013-10-11 18:30:06 +05:00
Henrik Rydgård
e7a9661cad
Fix stupidest crash bug ever. How the hell did this work on any platform?
2013-10-10 23:32:04 +02:00
Henrik Rydgard
b832508c4b
Let's put the stencil parameters in the right order..
2013-10-10 21:41:00 +02:00
Henrik Rydgard
5c8a74d911
Stencil rectangle clears: Take the value from the second vertex.
2013-10-10 21:36:32 +02:00
Henrik Rydgård
ae94e5c078
Must reset lastShader after swtiching shaders outside the "framework".
2013-10-10 20:11:57 +02:00
Henrik Rydgård
d696e5b02f
Try a different heuristic for the bezier subdivision factor
2013-10-10 17:49:29 +02:00
raven02
7bf6f6411c
Set stencil ref value to 255 (8 bitplanes) 2^8-1=255
2013-10-10 21:59:37 +08:00
Henrik Rydgard
5c3f6bae25
Prescale UV bugfixes
2013-10-09 23:09:16 +02:00
Henrik Rydgård
95fda8dffa
Set line width in constructor too.
2013-10-09 19:01:28 +02:00
raven02
23b817f86c
Use glLineWidth/glPointSize to specify the width of rasterized lines and size of points.
2013-10-09 19:01:21 +02:00
Henrik Rydgård
39d28c27e2
Update native with gl shutdown fix (helps orientation change).
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This also adds some logging that helped me figure things out.
2013-10-09 16:09:16 +02:00
Henrik Rydgård
6d6ea77df2
Add comments (speedup plans for GLES) and reformat a bit (no changes)
2013-10-09 11:56:46 +02:00
Henrik Rydgård
ab759a9350
If bPrescaleUV is enabled, no need to flush on change of these params.
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Also disable the QCOM hint, not sure it does any good at all.
2013-10-09 10:44:12 +02:00
Henrik Rydgård
31f5610292
Disable the glTexStorage2D path for now, too many issues.
2013-10-09 09:44:23 +02:00
Henrik Rydgard
4c2c015774
Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
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It's actually quite beneficial in some games, can substantially reduce
glUniform4fv calls.
Also throw in a second shot at glDrawRangeElements.
2013-10-08 22:59:40 +02:00
Henrik Rydgard
7a0b1e40c6
Update native (making GLES3 features possible on desktop). Minor optimization.
2013-10-08 21:50:43 +02:00
Henrik Rydgård
0a4750909e
Try to avoid unnecessary calls to glEnable/DisableVertexAttribArray
2013-10-08 17:47:47 +02:00
Henrik Rydgård
4b019bfcbb
Remove '_' from attribute names as Adreno hates them in glBindAttribLocation.
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Sigh.
Also remove some logging.
2013-10-08 17:26:33 +02:00
Henrik Rydgård
0ecac31abd
Use glBindAttribLocation to simplify shader usage a little.
2013-10-08 17:18:59 +02:00
Henrik Rydgård
df29da0b13
GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading
2013-10-08 15:00:48 +02:00