1934 Commits

Author SHA1 Message Date
Henrik Rydgard
41209eb936 Stencil-to-alpha fragment tweak: Set alpha to 0 if we can't deduce the stencil value.
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.
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.
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
Henrik Rydgard
a6150db8d5 Disable frag shader stenciltoalpha in clearmode. 2013-12-03 11:10:27 +01:00
Unknown W. Brackets
4418aacbaf When writing stencil to alpha, consider fb format. 2013-12-03 00:15:08 -08:00
Unknown W. Brackets
034de0e992 Do not wrap stencil values on INCR/DECR. 2013-12-03 00:02:07 -08:00
Henrik Rydgard
30028439b6 Must set the EXECUTEONCHANGE since we dirty. 2013-12-03 00:55:09 +01:00
Henrik Rydgard
44beebf6b0 Realized it's ok to combine the stencil-to-alpha with alpha testing as it's done within the shader, before we replace alpha. 2013-12-03 00:51:25 +01:00
Henrik Rydgard
39b632b279 Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)
This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.

Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
2013-12-03 00:13:21 +01:00
Henrik Rydgard
198e230cdc Re-add uniform location checks even though they aren't needed
Spec says that setting uniform -1 does nothing.
2013-12-02 23:35:49 +01:00
Henrik Rydgård
7c7c4aaadc Add "u_time" uniform to postprocessing shaders. 2013-12-02 17:24:55 +01:00
Unknown W. Brackets
5f2d5d9c55 Fix an uninitialized value warning. 2013-12-01 11:21:17 -08:00
Unknown W. Brackets
eb3011fd18 Don't even define the sse tex hash on non-sse.
Avoids unused func warnings.
2013-12-01 11:21:16 -08:00
Henrik Rydgård
c1b43e1b2d Merge pull request #4692 from unknownbrackets/verysleepy
Add support for profiling jit via VerySleepy
2013-12-01 02:44:20 -08:00
raven02
b00495f1e5 Not using factor in texture coords mapping mode 2013-12-01 16:04:29 +08:00
Unknown W. Brackets
d35717f5a8 Also report the vertex decoder jit to verysleepy.
Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Henrik Rydgard
c42ee6d12e oops 2013-11-30 19:09:27 +01:00
Henrik Rydgard
9c6e7e2958 Fix bug in vtxdec jit when hardware skinning 2013-11-30 16:26:50 +01:00
Henrik Rydgard
e3e9408b87 Resurrect the vtx decoder jit option for debugging 2013-11-30 16:11:54 +01:00
Henrik Rydgard
eea8413a82 Make the texcoord speedhack a bit less aggressive at eliminating uvscaleoffset uniform updates.
Should fix #4688 and the new problem in #2919 while keeping Frontier Gate Boost working.
2013-11-30 15:54:20 +01:00
Henrik Rydgård
562582320a In LINEARFMV mode, let the presence of a video override the alpha and color test checks. 2013-11-29 18:08:29 +01:00
Unknown W. Brackets
435115441d Reinitialize the GE on sceKernelLoadExec().
Mostly, reset the lists and draw completion, etc.

May be required for Capcom Classic Collection Reloaded to work.
2013-11-28 15:35:12 -08:00
Unknown W. Brackets
41a7157aa6 Eat some cycles when changing thread priority.
Some games call this a lot.
2013-11-28 01:01:22 -08:00
Sacha
c71186b35a Partial Stretch: This setting is needed on other devices too. 2013-11-28 14:59:17 +10:00
Berkan Diler
68d518727f Remove unnecessary comment 2013-11-27 19:51:35 +01:00
Henrik Rydgård
9aa0c9a489 Minor x86 optimizations 2013-11-26 18:23:08 +01:00
Henrik Rydgard
17c9e0d172 x86 vtxjit: Use MOVZX to avoid loading too many bits when loading 16-bit colors.
Probably doesn't fix anything but more correct.
2013-11-26 14:30:32 +01:00
Henrik Rydgard
603c880f54 Merge branch 'patch-22' of https://github.com/raven02/ppsspp into raven02-patch-22 2013-11-26 14:14:32 +01:00
Henrik Rydgard
4363d31ec2 Fix GeDescribeVertexType 2013-11-26 14:12:14 +01:00
raven02
4d14f88455 Alternative consistent fix 2013-11-26 11:34:33 +08:00
raven02
a8d9796010 Fix texture cord in HW T&L 2013-11-25 21:07:30 +08:00
Unknown W. Brackets
7a86ca2890 Mask block transfer stride correctly per tests.
1024 is valid, but nothing higher.

May help graphics in some games.
2013-11-25 01:53:33 -08:00
Henrik Rydgard
866ed28f64 Use VFMA in the one place where it's convenient. Some more optimization. 2013-11-24 19:50:56 +01:00
Henrik Rydgard
e5e23f3ce1 ARM: Fix vsgn. Some vertex decoder tweaks. 2013-11-24 18:21:47 +01:00
Henrik Rydgard
030e6460cc ARM: NEON-optimize software skinning 2013-11-24 18:03:42 +01:00
Henrik Rydgard
acb3994172 Split VertexDecoder into files for ARM and x86, got too large. 2013-11-24 15:58:15 +01:00
Henrik Rydgard
dfea160491 ARM: Use PLD (cache preload) in vertex decoder loop. 2013-11-24 15:08:47 +01:00
Henrik Rydgard
f650b23c90 ARM: Add NEON widening and narrowing moves, and float/int convert.
Experiment a little in the vertex decoder.
2013-11-24 13:30:28 +01:00
Henrik Rydgård
af2e18dcc3 Merge pull request #4620 from unknownbrackets/ios-minor
Try to workaround iOS crash, tweaks
2013-11-23 14:51:04 -08:00
Unknown W. Brackets
2623f6bfe2 Disable the optimized hash on iOS, seems to crash.
Except not for me, not sure why.
2013-11-23 10:41:58 -08:00
Sacha
756f651eb2 Buildfix for older compilers, such as GCC 4.6.3 2013-11-22 16:22:41 +10:00
Unknown W. Brackets
70b6a4a796 Small optimization to vertex preview. 2013-11-20 22:36:48 -08:00
Unknown W. Brackets
d227b13f36 softgpu: Advance vertex/index address on prim.
Fixes some broken graphics in a lot of places.
2013-11-20 21:59:45 -08:00