Henrik Rydgard
3983144c42
Make sure that blending is disabled when doing DrawPixels.
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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.
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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)
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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
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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.
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Avoids unused func warnings.
2013-12-01 11:21:16 -08:00
Henrik Rydgård
c1b43e1b2d
Merge pull request #4692 from unknownbrackets/verysleepy
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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.
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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.
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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