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.
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Fixes 4 Wheel Thunder split screen issue.
2018-07-29 17:31:14 +02:00
Flyinghead
a89ff1e432
Ignore depth func for autosort TR polys.
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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.
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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.
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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.
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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
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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.
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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
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well.
2018-05-23 14:31:11 +02:00
Flyinghead
2f9dcfabd8
Use FPU_SHAD_SCALE.scale_factor for shadow intensity instead of
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hardcoded value.
2018-05-23 12:26:24 +02:00
Flyinghead
bccfb5b70c
Faster implementation for translucent polys depth pass. Disabled by
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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
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multipass rendering.
2018-05-20 21:41:31 +02:00
Flyinghead
2d904372a9
Multipass issues: depth mask must be enabled for autosorted tr poly.
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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
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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
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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
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*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.
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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'
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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