Commit Graph

41 Commits

Author SHA1 Message Date
Flyinghead ba78184461 Fix per-polygon sort option 2018-08-20 15:51:55 +02:00
Flyinghead 31d8c1f091 Backport texture upscaling with xBRZ 2018-08-01 19:43:01 +02:00
Flyinghead 1533091151 Clipping: do pixel scaling only when not rendering to a texture 2018-07-30 18:57:32 +02:00
Flyinghead 0e881254ef Fix clipping when pixel_double is on.
Fixes 4 Wheel Thunder split screen issue.
2018-07-29 17:31:14 +02:00
Flyinghead a89ff1e432 Ignore depth func for autosort TR polys.
This was a remain of the previous Always depth hack.
2018-07-07 08:46:29 +02:00
Flyinghead e067534f26 When sorting translucent triangle, keep the third vertex in place.
In flat shading mode, the third vertex of a triangle defines its color
so we must maintain its index.
Fixes the remaining color polygons seen in Evolution - The World of
Sacred Device.
2018-07-06 20:02:43 +02:00
Flyinghead a1997637bb Trilinear filtering limited implementation.
Fixes lighter field areas in NFL 2K2
2018-07-03 20:36:13 +02:00
Flyinghead 3c4913a35a Merge remote-tracking branch 'upstream/master' 2018-07-03 15:46:25 +02:00
Flyinghead 69263eddc0 Bump mapping support 2018-07-02 15:23:47 +02:00
Flyinghead 295395c680 Flat shading support 2018-07-01 20:25:06 +02:00
Flyinghead 3ddcc272bf Fix autosort/presort mode selection. Per render pass sort mode.
The previous algorithm to determine the sort mode for TR polys was
faulty. And the sort mode can vary between passes for multipass
rendering. This also removes the need for the hack to support Always
depth mode with autosorted TR polys. Should fix the Resident Evil 3 menu
problem.
2018-06-30 12:33:11 +02:00
Flyinghead a94f01ee78 Force autosort TR triangles using depth func Always to be drawn on top of others
When autosorting triangles, ignore the depth of triangles using the depth func Always and force
them to be on top. Seems to help Psyvariar 2.
2018-06-28 13:21:40 +02:00
Flyinghead 6871061ca0 Modifier Volumes: summing up with triangles is faster than using a quad. 2018-06-26 15:38:55 +02:00
Flyinghead 7c93727b5e Improve modifier volume parsing and drawing logic.
Parse modifier volumes similarily to other polys (first, count, params).
Draw all triangles in one shot and use quad to sum up instead of
redrawing entire strip. Use OR operation for open volumes/quads
(Soulcalibur).
2018-06-26 14:45:58 +02:00
Flyinghead 08b8d30589 Implement clipping. Enabled by default. 2018-06-09 18:11:47 +02:00
Flyinghead 7640a35720 Draw modifier volumes only if enabled in settings (defaults to true) 2018-06-09 17:22:01 +02:00
Flyinghead a345fcc4c7 Draw modifier volumes after punch-through so they can be shadowed as
well.
2018-05-23 14:31:11 +02:00
Flyinghead 2f9dcfabd8 Use FPU_SHAD_SCALE.scale_factor for shadow intensity instead of
hardcoded value.
2018-05-23 12:26:24 +02:00
Flyinghead bccfb5b70c Faster implementation for translucent polys depth pass. Disabled by
default. Auto-enabled for Cosmic Smash.
2018-05-22 15:47:02 +02:00
Flyinghead 9098fd5a22 Autosort poly: Write to the depth buffer in a second pass, and only if
multipass rendering.
2018-05-20 21:41:31 +02:00
Flyinghead 2d904372a9 Multipass issues: depth mask must be enabled for autosorted tr poly.
Depth buffer must NOT be cleared b/w passes, same for stencil I guess.
2018-05-20 14:16:43 +02:00
Flyinghead c35aa4262c Fix OpenGL errors with modvols and multipass 2018-05-19 18:51:30 +02:00
Flyinghead c427997269 Enable modifier volumes. Fix for exclusion volumes. Prevent overflow of modifier triangles (JGR). 2018-05-19 10:13:00 +02:00
Flyinghead d596f988c8 Revert 99bc20220e 2018-05-17 11:17:51 +02:00
Flyinghead 99bc20220e Simplify clipping 2018-05-17 10:32:52 +02:00
Flyinghead 80c193b3de Cache texture parameters. Fixed exclusion volume modifiers. 2018-05-16 19:34:45 +02:00
Flyinghead d8165376be GL cache fix 2018-05-15 16:09:50 +02:00
Flyinghead de046c4620 Use OpenGL state cache. Allocate texture ids in bulk. Avoid modifier
volumes entirely when not needed.
2018-05-15 15:22:26 +02:00
Flyinghead 699c2986a5 WIP 2018-05-14 12:48:22 +02:00
Flyinghead 43c125c208 Better texture cache: avoid duplicate. Attempt to put the RTT texture in
the cache to avoid copy to/from vram.
2018-05-11 15:29:24 +02:00
Flyinghead 683cbbba3e Multipass rendering 2018-05-10 21:28:20 +02:00
Flyinghead 2e4ec3a1ed Added RTT support 2018-05-08 18:47:00 +02:00
Flyinghead 9f13ded502 Enable Modifier Volumes. Fix modtrig buffer overflow and stencil reset. 2018-05-04 18:18:04 +02:00
Flyinghead cc88561d4a Implemented clipping (Daytona USA menus) 2018-05-02 15:41:42 +02:00
Stefanos Kornilios Mitsis Poiitidis 2b1aaf061d Isolate GLES, add DESKTOPGL option to core.mk 2014-10-22 14:39:07 +02:00
Stefanos Kornilios Mitsis Poiitidis 531863bca4 Fix rendering: GL3+ needs VAO, initialize screen_width/screen_height
*yay* it works now *dances*
2014-06-27 00:51:57 +03:00
Stefanos Kornilios Mitsis Poiitidis ee2a1b7d20 Split CFLAGS/CXXFLAGS on core.mk, warning fixes 2014-05-12 20:53:43 +03:00
Stefanos Kornilios Mitsis Poiitidis f1ef4877b8 Cleanup textures after they are dead for a while 2014-05-08 04:29:14 +03:00
Stefanos Kornilios Mitsis Poiitidis 411aade5e2 Improve async/mt rendering & sync logic.
Should fix texture staging issues for now, without degrading performance
Fixes #49 (mvsc2, sf3, etc sprites)
2014-05-02 03:45:31 +03:00
Stefanos Kornilios Mitsis Poiitidis f5d29677b3 Merge branch 'androidui'
Conflicts:
	core/hw/pvr/spg.cpp
	core/hw/sh4/interpr/sh4_interpreter.cpp
	reicast/android/src/com/reicast/emulator/MainActivity.java
2013-12-28 22:28:50 +01:00
Stefanos Kornilios Mitsis Poiitidis 7ef9de3cae Moving code around, cleanups 2013-12-28 22:20:08 +01:00