Commit Graph

124 Commits

Author SHA1 Message Date
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 Rydgård
4352d720d8 Let's not use #define in GLSL ES shaders.
There are rumours that Vivante chips hate these.
2013-10-29 11:37:16 +01:00
Henrik Rydgård
0471a8c886 Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
Unknown W. Brackets
2c56ccef18 Make sure frag shader ID matches generated code.
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
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
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
bf59f3db73 Add ugly hack setting for PowerVR to disable alpha test
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
80702109f5 Move gpu vendor detection to native with the rest of the gl init.
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
Henrik Rydgard
f645988b8f More precision annotations in shader generators, other microoptimizations 2013-10-07 20:15:00 +02:00
Henrik Rydgard
99a7ff0973 Fix shader generation issue for desktop PowerVR chips - are there still such things???
Seen in our automatic reports.
2013-09-29 11:17:12 +02:00
raven02
8564d146c8 Rename roundTo255th to roundTo255thf 2013-09-28 00:06:18 +08:00
raven02
50edfb75d0 Add reporting for color test function 2013-09-10 09:20:50 +08:00
Unknown W. Brackets
655a7b4973 Check for a stencil test when ignoring alphatest. 2013-08-29 22:14:51 -07:00
Henrik Rydgard
766731db8e Add back the default case to the triviallytrue functions. 2013-08-29 20:39:23 +02:00
raven02
65d836c5dd Fix FF2 issue #2857 2013-08-29 22:50:31 +08:00
raven02
0b98f1f71b Should keep default case 2013-08-28 15:10:40 +08:00
raven02
0f55a6e042 Add GE_COMP_NEVER for alpha/color test to return false. 2013-08-28 14:33:15 +08:00
Henrik Rydgard
dcc63fd716 PowerVR: work around what appears to be a driver bug with equality test + discard, but not completely sure that discard isn't just broken.
If this change breaks something, it was probably already broken, and it's PVR-only.
2013-08-28 00:12:49 +02:00
Henrik Rydgard
dd667156f5 Oops 2013-08-27 22:14:13 +02:00
Henrik Rydgard
711d3ff52c Speedup a few 2D games on mobile by eliminating the alpha test in some conditions
That is, if there's no depth testing/writing, and the alpha equation will produce the same result as the alpha test (when the alpha test is >= 0 or != 0 and the blend func is safe), we turn off the alpha test.
2013-08-27 21:48:03 +02:00
Henrik Rydgard
6360fcb0ae Add some stats to get some idea of much alpha tested drawing we do.
Turns out it's one hell of a lot and we really should fix this by
checking both vertices and textures to deduce when we can just skip
alpha testing safely, probably quite often.

I care about this because alpha testing drawing is very expensive
on some mobile chips.
2013-08-27 21:01:17 +02:00
Henrik Rydgard
edb6e5a54c Fix fallthough bugs in isAlphaTestTriviallyTrue 2013-08-24 11:56:39 +02:00
Henrik Rydgard
416f0c56e8 Experiment: Use glBlendFuncSeparate to not change dest alpha when blending.
Fixes Persona blending issues.
2013-08-22 19:14:04 +02:00
raven02
9931e5c5cc Fragment : Set doTextureAlpha = gstate.isTextureAlphaUsed(); 2013-08-20 21:32:07 +08:00