Commit Graph

192 Commits

Author SHA1 Message Date
Unknown W. Brackets
383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -08:00
Henrik Rydgård
0d69576810 Merge pull request #7515 from unknownbrackets/gpu-minor2
For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets
a3342a72d7 Fix copy/paste mistake from 808eeb3a25.
I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets
b5126f7236 Use ONE/ZERO in place of CONSTANT_ALPHA if okay. 2015-02-23 09:58:46 -08:00
Unknown W. Brackets
3ff51588f7 Avoid using constant color when blending.
If it's just ONE/ZERO or etc., we can keep those constants.  May be
faster, and apparently less buggy in some drivers.
2015-02-23 08:37:00 -08:00
Unknown W. Brackets
9d5ae2b336 For 5551 buffers, force stencil mask to 1/0.
4444 it would also be ideal to spread the bits, but that gets a bit
complicated.  5650 probably doesn't matter.
2015-02-22 19:11:11 -08:00
Unknown W. Brackets
4c15afa905 Allow multiple replacements on the same func.
Or, more specifically, hooks.  This allows enter and exit on the same
func, which can obviously be useful for debugging.
2015-02-21 15:48:09 -08:00
Lioncash
dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
Unknown W. Brackets
67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets
d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Unknown W. Brackets
c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets
4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets
33ac30218a Bind the alphatest tex after we know vert alpha.
Before we sometimes thought alpha test was trivially true when it wasn't.
2014-09-10 23:43:48 -07:00
Unknown W. Brackets
94c1271761 Add an experiment with using a texture for tests.
Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets
39ee5bb6b7 Support stencil incr/decr even without blending. 2014-08-24 10:24:30 -07:00
Unknown W. Brackets
757f10d47a Oops, equation not func. 2014-08-24 10:24:29 -07:00
Unknown W. Brackets
90746fb5b2 Support INVERT with stencil alpha replacement. 2014-08-24 10:24:28 -07:00
Unknown W. Brackets
0018638458 Support INCR/DECR with stencil value replacement. 2014-08-24 10:24:28 -07:00
Unknown W. Brackets
a43c3771a3 More correctly blend when hitting the frame cap.
If we hit too many blits per frame, fall back correctly in the shader.
2014-08-18 23:20:48 -07:00
Unknown W. Brackets
5d1b1ab547 Dirty the fixed color when premultiplying. 2014-08-18 23:20:46 -07:00
Unknown W. Brackets
24a0dd12ef Avoid recalculating replaceBlend so many times. 2014-08-18 23:20:45 -07:00
Unknown W. Brackets
44620c92ed Premultiply for doubled alpha blending if possible.
This makes the effect more accurate where the values were being clamped
before.  Some obscure methods of blending may be slower.
2014-08-18 23:20:45 -07:00
The Dax
ee9eb00656 One last buildfix (please correct if GL_FUNC_ADD is wrong, I just wanted buildbot to work again). https://github.com/hrydgard/ppsspp/pull/6679 should replace this soon. 2014-08-05 00:34:36 -04:00
Unknown W. Brackets
cde9746dab Buildfix. 2014-08-04 21:09:58 -07:00
Unknown W. Brackets
3008b4f8a8 Also do it here, although may be removed soon. 2014-08-04 19:33:58 -07:00