GitHub PushEvent at 2014-08-22 09:30:41
Repository: ppsspp
Actor: pal1000
Payload: {"shas":[["d52fdafa3c1c35d95320095242622679a895dc48","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Note the location of a memset variant.","Unknown W. Brackets",false],["44620c92ed90e796d28299fb290b658622fc316f","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Premultiply for doubled alpha blending if possible.\n\nThis makes the effect more accurate where the values were being clamped\nbefore.  Some obscure methods of blending may be slower.","Unknown W. Brackets",false],["24a0dd12efac06d69da7c031b72980abc259d9b6","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Avoid recalculating replaceBlend so many times.","Unknown W. Brackets",false],["a41333c012980ae1c257876e7795800008aaa508","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Avoid premultiplying easy fixed colors.","Unknown W. Brackets",false],["5d1b1ab547c1a3c13edf05dcab9af3bb04e660c6","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Dirty the fixed color when premultiplying.","Unknown W. Brackets",false],["0904085eb53d1f1bc55aa0ce194d174d66a2a9d0","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Avoid using fbo copies for the common 2a + 1-2a.\n\nWe won't even get it right that often since the copy doesn't deal with\noverlap properly.","Unknown W. Brackets",false],["b79e4d22b86b201320638649b0888bc600864223","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Improve a possible obscure blend mode.\n\nSeems like this would be likely to get overlap problems.","Unknown W. Brackets",false],["422db252773c77a731232d6428d6c6255d97c6ad","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Optimize fixed color blending that isn't blending.\n\nGods Eater Burst uses this, for example.","Unknown W. Brackets",false],["a43c3771a30917e1497c9413d623ceb6dff30015","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","More correctly blend when hitting the frame cap.\n\nIf we hit too many blits per frame, fall back correctly in the shader.","Unknown W. Brackets",false],["7f61da2e5a9c9c266545be499f34c70dfbf5b544","36884363863e12fe2cb5f36b207cfbf684864b60@unknownbrackets.org","Add a hack for Silent Hill games.\n\nEither way has different problems, but it sounds like this will work\nbetter for Silent Hill.  Probably still rendering wrong, unfortunately.","Unknown W. Brackets",false],["f8a4236d58c7ad6d0d11e270cdb1b5cf34fa0fe4","a999e170e992da11398eb9aef877b71c5bf3e751@gmail.com","Merge pull request #6679 from unknownbrackets/gpu-blend\n\nHandle doubled alpha blending using premultiplication","Henrik Rydgård",false]],"size":11,"ref":"refs/heads/master","head":"f8a4236d58c7ad6d0d11e270cdb1b5cf34fa0fe4"}