Commit Graph

105 Commits

Author SHA1 Message Date
Unknown W. Brackets
473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgård
b2d0f37d96 Fix crashing on some OpenGL versions 2013-12-18 12:00:23 +01:00
Henrik Rydgard
a8a48013f6 Don't use gl_FragColor when deprecated 2013-12-16 23:18:13 +01:00
raven02
71d2ce3731 Replace -ve fogcoef[1] with -10000.0f 2013-12-16 22:45:21 +08:00
Henrik Rydgard
214cc01976 Fix bugs in stencil2alpha, fix bugs in glsl 3 support, enable dual source blending where available
The stencil2alpha bug fixes fix some glows in Wipeout, dual source fixes the rest.
2013-12-15 12:49:13 +01:00
Henrik Rydgård
b784daf424 Check for INF in fog coef, replace with large value. See #2387 2013-12-09 14:56:29 +01:00
Henrik Rydgard
628bf497dd Hopefully fix UV scaling properly this time.
Check the faces in Hexyz Force please.
2013-12-08 11:52:20 +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
raven02
b00495f1e5 Not using factor in texture coords mapping mode 2013-12-01 16:04:29 +08:00
Henrik Rydgard
c42ee6d12e oops 2013-11-30 19:09:27 +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
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
Henrik Rydgard
e3d471f590 Fix issues with texturing from render targets with prescaled UV (texcoord speed hack) 2013-11-19 23:38:36 +01:00
Henrik Rydgård
67ca4419fe Fix minor bug where we didn't clear dirtyUniforms if early-outing from UpdateUniform. 2013-11-13 10:02:58 +01:00
Henrik Rydgard
54217deb16 Speed up UpdateUniforms a little 2013-11-12 17:06:03 +01:00
Henrik Rydgård
0471a8c886 Only set fogdepth to highp on PowerVR. May fix #4333 2013-10-28 15:38:25 +01:00
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
Unknown W. Brackets
85c013c5b6 Fix a crash in OpenGL on game shutdown. 2013-10-12 01:39:50 -07:00
Henrik Rydgård
ae94e5c078 Must reset lastShader after swtiching shaders outside the "framework". 2013-10-10 20:11:57 +02:00
Henrik Rydgard
4c2c015774 Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
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.
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