Henrik Rydgard
50a2d1b87f
More work on prescaled UV
2013-07-28 00:33:51 +02:00
Henrik Rydgard
8602c276ca
Remove that silly factor 2 for floating point texcoords and weights.
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No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877
Collapse skinning shaders with #bones < 4 to a single one.
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Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
bccfd9f2d7
Don't set the projection matrix twice, check for -1 bone matrices (seen in logs..)
2013-07-27 17:32:24 +02:00
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abd9dc6137
Use the light computation/type GE accessors.
2013-07-21 19:44:30 -07:00
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988614f6d0
Use lightning GE state accessors where appropriate.
2013-07-21 19:44:30 -07:00
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c0da6b97c5
Add and use some color/alpha test accessors.
2013-07-21 19:44:30 -07:00
raven02
7ac496529b
Vendor Based Alpha and Color Testing
2013-07-21 01:14:36 +08:00
Henrik Rydgard
3e24949f8a
Try different approach to rounding the inputs to the alpha test. Appears to fix some problems on PowerVR.
2013-07-17 23:03:21 +02:00
Henrik Rydgard
81411a74ed
Experimental: Make orientation change possible on Android.
2013-07-16 22:51:25 +02:00
Henrik Rydgard
bf1e07661a
Cheap HW transform solution for raven02's texture scaling fix.
2013-07-10 01:23:35 +02:00
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9608067ca2
Cleanup initialization order.
2013-07-07 20:31:04 -07:00
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386d51081c
Optimize linked shader lookup in ApplyShader().
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We already iterate all (skipping that with an if helps, though), and the
list of shaders in most games is pretty small. Using a map is not gaining
much, and actually makes the whole thing slower.
Cuts from 9.84% time in Tales of Phantasia X (lots of flushes) to 1.85%.
2013-06-30 20:33:50 -07:00
Henrik Rydgard
8aca797f21
Fix silly light direction math bug (probably no effect mostly).
2013-06-24 20:48:31 +02:00
Henrik Rydgard
916184d2f4
Optimize the most common light type, directional, by doing the normalization beforehand. May shorten some shaders below Mali's limit with luck.
2013-06-20 23:30:21 +02:00
Henrik Rydgard
e7097ca95a
Fall back to software transform when hardware transform fails. Should help Mali devices.
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This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00
raven02
a945cf0e13
Fix incorrect texture in Dragon Ball Z Shin Budokai 2
2013-05-31 23:00:35 +08:00
Henrik Rydgard
2d8632cd7a
Remove texture coordinate difference between HW and SW transform. Partly fixes #1963
2013-05-30 13:37:18 +02:00
Henrik Rydgard
cdef31f9fc
Turn off the use of uniform arrays in shaders as some devices don't like them, and the speedup seems to be very small if any.
2013-05-26 14:03:02 +02:00
Henrik Rydgard
9af5499b21
Optimize bone matrix updates.
2013-05-18 21:18:45 +02:00
Henrik Rydgard
1b210fab14
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 .
2013-05-18 20:45:52 +02:00
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03f3f99e39
Don't use ivec in the fragment shader.
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Attempt at #1777 . Needs the + 0.5 to round properly on mobile.
2013-05-12 13:09:02 -07:00
Henrik Rydgård
b3355b2f7c
Mac build fix. Rename WindowZoom ini parameter to force-reset it as it
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should always be 1 on Android for now.
2013-05-07 23:28:19 +02:00
Unknown W. Brackets
f2b4c4a0bc
Pre-round the colortest/alphatest reference val.
2013-05-07 07:52:49 -07:00
Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00