nakeee
|
6b2855de5e
|
revert last 2 commits
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3533 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-06-22 09:31:30 +00:00 |
omegadox
|
6de0cd1e4b
|
They should be called SU Registers (Setup Unit/Rasterization). BP (Bypass) is really the name of the commands that are passed in.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3531 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-06-22 07:40:28 +00:00 |
donkopunchstania
|
14a67bc8bc
|
Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-05-15 02:39:55 +00:00 |
omegadox
|
136dc16f94
|
Possible fix for S3TC Texture Decoding (Grass in ZWW is now properly alpha tested), and some code formatting cleanup.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3224 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-05-13 23:37:26 +00:00 |
donkopunchstania
|
66ca49d3b8
|
revised how texture scaling is handled. it now works correctly when adding output together from indirect stages which use power 2 and non power 2 textures and it is simpler.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2972 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-04-15 03:55:38 +00:00 |
donkopunchstania
|
2b2c2afa3c
|
Did clean up of indirect texture look up and fixed some bugs related to indirect unit.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2954 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-04-11 07:05:57 +00:00 |
donkopunchstania
|
90254bd924
|
Change destination alpha handling. The blending method introduced in rev 1921 was not the correct way to do it. This way was suggested by hrydgard in October and I should have listened. A simple pixel shader as hrydgard suggested cannot be used because the alpha is not set if the pixel is discarded due to failing depth (after z texture) or alpha (result of tev stages) tests. There is a bit of a performance hit so there should be an option to disable the second render pass which sets the alpha because it is probably not needed most of the time.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2662 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-16 02:47:48 +00:00 |
Marcus Wanners
|
c0cf641779
|
Linux compile fix.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2559 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-05 15:58:14 +00:00 |
Marcus Wanners
|
432ea89b49
|
Compiler Warnings: Mismatch edition. Also fixed some conversion warnings.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2557 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-05 15:16:50 +00:00 |
donkopunchstania
|
cb121dab66
|
Fix more cases where shader compilation can fail if there are no tex gens.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2556 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-05 05:10:25 +00:00 |
hrydgard
|
7607d6dc6a
|
revert the mess i made in the d3d plugin. Add way to use HLSL directly without going through Cg. Not that the results look much better... i do see shadows of spinning cars in Burnout 2 after clicking around in the dark. Then it crashes.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2504 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-01 12:07:34 +00:00 |
donkopunchstania
|
e004800e68
|
An alert is displayed once per run if pixel shaders or vertex shaders fail to compile. Resources are cleaned up if shader compilation fails. Tev coords are zeroed in the pixel shader if there are no tex gens.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2493 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-03-01 00:57:39 +00:00 |
XTra.KrazzY
|
d5df9f638b
|
Fixed D3D booting. Now for the VS/PS compilation errors
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2488 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 23:15:10 +00:00 |
hrydgard
|
5e06540245
|
revert a small change that broke gl. i'll find a generic solution later.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2485 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 22:35:34 +00:00 |
hrydgard
|
ecbfec2a13
|
THIS BREAKS THE D3D PLUGIN FOR THE NEAR TERM. Resurrect an old patch that moves D3D over to the common shader generator framework. Needs a lot more work.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2484 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-28 22:10:38 +00:00 |
donkopunchstania
|
5a66927610
|
Fog uses depth from z texture if it is available.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2330 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-21 06:59:44 +00:00 |
omegadox
|
228652b070
|
Some cleanup in OGL plugin and VideoCommon
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2329 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-21 02:42:35 +00:00 |
donkopunchstania
|
14ab646978
|
fog is done in pixel shader but needs to factor x adjustment
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2309 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-19 04:41:58 +00:00 |
donkopunchstania
|
f5f99e8f04
|
clip space coordinates are now available in fragment shader because depth needs to be computed there instead of the vertex shader. computing it in the vertex shader causes incorrect results sometimes. worked on z textures but 8 bit z texture still is not correct because it breaks SSBM. RE0 now looks ok.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2163 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2009-02-08 22:08:20 +00:00 |
hrydgard
|
3db9fb4fc1
|
More renaming.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1696 8ced0084-cf51-0410-be5f-012b33b47a6e
|
2008-12-26 17:33:53 +00:00 |