Henrik Rydgard
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a1d549c59f
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Shader simplification: Share some variables between lights to help bad register allocators
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2013-05-19 14:36:07 +02:00 |
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Henrik Rydgard
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0ff8be1b1a
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Shader simplification: Get rid of lightSum1 when not needed.
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2013-05-19 14:23:17 +02:00 |
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Henrik Rydgard
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b3cc5859dc
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Shader simplification: Get rid of lightscale where possible
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2013-05-19 13:52:47 +02:00 |
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Henrik Rydgard
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06e4441213
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Shader simplification: .rgb += instead of vec4(..., 0.0f)
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2013-05-19 13:51:46 +02:00 |
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Henrik Rydgard
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b1dd449f8f
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Remove accidentally-added extra "precision highp float" from vshader gen
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2013-05-18 23:21:42 +02:00 |
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Henrik Rydgard
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9af5499b21
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Optimize bone matrix updates.
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2013-05-18 21:18:45 +02:00 |
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Henrik Rydgard
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1b210fab14
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Use arrays and for loops in GLSL shaders for bone processing, to shrink the shaders which are becoming too big for some mobile GPUs. Might fix #1816.
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2013-05-18 20:45:52 +02:00 |
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Henrik Rydgard
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dca2406374
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Add more precision specifiers to vertex shader
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2013-05-18 19:51:52 +02:00 |
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Henrik Rydgård
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367e9bcefb
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Remove DrawWireframe option to save space in dialog, it doesn't really work right anyway
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2013-05-16 17:18:53 +02:00 |
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Unknown W. Brackets
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03f3f99e39
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Don't use ivec in the fragment shader.
Attempt at #1777. Needs the + 0.5 to round properly on mobile.
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2013-05-12 13:09:02 -07:00 |
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Unknown W. Brackets
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41fb41afdb
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Only report these once to avoid spam.
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2013-05-12 12:00:21 -07:00 |
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Unknown W. Brackets
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5619c84432
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Defer palette conversion after clut load.
Because the format can easily be specified afterward.
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2013-05-12 10:57:41 -07:00 |
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Unknown W. Brackets
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39c0e6c096
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Add reporting for unsupported GE commands.
And clean up some disasm for a couple others.
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2013-05-12 10:30:26 -07:00 |
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Unknown W. Brackets
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5ecacd6bc8
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Don't double alpha when alphablend is disabled.
Probably doesn't affect much.
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2013-05-12 09:31:23 -07:00 |
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Unknown W. Brackets
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5223ee3d1b
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Move the font clut opt check to clut load.
And remove the report for mipmap sharing, seems to work...
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2013-05-12 09:26:17 -07:00 |
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Unknown W. Brackets
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901a7b804e
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Implement mipmap clut sharing/not sharing.
It was kinda already there, probably from JPCSP. Not well tested,
but this is what JPCSP does and it makes sense.
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2013-05-12 09:04:50 -07:00 |
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Unknown W. Brackets
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7e23299c36
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Immediately load the clut on LOADCLUT.
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2013-05-12 01:56:26 -07:00 |
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Unknown W. Brackets
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518394cca8
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Allow the full features string to be logged.
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2013-05-12 01:56:25 -07:00 |
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Unknown W. Brackets
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4c43da9c23
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Only apply the clut offset when using the clut.
This may fix games that use the clut offset having wrong colors.
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2013-05-12 01:56:25 -07:00 |
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Unknown W. Brackets
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5a81bfd1fb
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Don't invalidate textures based on the clutaddr.
The cluthash should be sufficient, and this is less to pass around.
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2013-05-12 01:56:25 -07:00 |
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Unknown W. Brackets
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7dd0d242e2
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Load the clut only using LOADCLUT, not every tex.
This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
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2013-05-12 01:56:24 -07:00 |
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Unknown W. Brackets
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342ae6c322
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Reuse the fullhash when it triggers a reload.
Instead of hashing it again a few microseconds later...
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2013-05-12 01:56:24 -07:00 |
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Unknown W. Brackets
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724495cbb3
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Mix add and xor in the texcache for better results.
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2013-05-12 01:56:23 -07:00 |
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Unknown W. Brackets
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84ab8aa79b
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Add reporting for alphatest mask.
Actually, maybe it being 0x00 could be advantageous...
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2013-05-11 01:19:46 -07:00 |
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Unknown W. Brackets
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4b91c7e707
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Implement DXT3 alpha.
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2013-05-10 00:49:13 -07:00 |
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