Henrik Rydgard
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b07b002040
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Introduce "Compatibility Flags".
These should be used very restrictively, see comment in Compatibility.h.
Should help #8004, by disabling depth rounding in Fight Night round 3.
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2015-09-27 01:23:20 +02:00 |
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Henrik Rydgard
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70cb4372c1
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Assorted fixes to auto resolution. Fixes too low resolution and also #8002, plus notification spam
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2015-09-25 19:10:09 +02:00 |
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Unknown W. Brackets
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400b8886e6
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Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
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2015-09-23 23:59:39 -07:00 |
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Henrik Rydgård
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5d7c4dd7c0
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Merge pull request #7944 from sum2012/gpu_blacklist
Blacklist some gpu
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2015-09-23 18:15:21 +02:00 |
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Henrik Rydgard
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ec63663ad5
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More consistent handling of resolution changes. Should help #7995
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2015-09-23 12:25:38 +02:00 |
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Henrik Rydgard
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669508ed80
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Restore some code that should not have been deleted (dupe on windows but not on other platforms)
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2015-09-19 23:42:22 +02:00 |
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Henrik Rydgard
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4d18d478a0
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Sample renderWidth/pixelWidth/height once per frame for the framebuffer manager.
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2015-09-19 16:19:03 +02:00 |
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Henrik Rydgård
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a71fbccfbc
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Warning fixes for new LLVM on mac (warns on inconsistent usage of override)
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2015-09-17 20:29:37 +02:00 |
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Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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93e9d6cd56
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Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
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2015-09-13 11:35:15 -07:00 |
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Unknown W. Brackets
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62de281e35
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Use texture UV range to optimize framebuf copies.
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2015-09-13 11:34:52 -07:00 |
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Unknown W. Brackets
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f4df7f076e
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Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
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2015-09-13 11:15:57 -07:00 |
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Unknown W. Brackets
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88eea00fe4
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Add a safety against vertcache breaking uv checks.
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2015-09-13 11:09:21 -07:00 |
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Unknown W. Brackets
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5c233fa545
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Add initial decoding check for uv bounds.
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2015-09-13 10:00:33 -07:00 |
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Unknown W. Brackets
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52c3fc221b
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Also split DirectX9's texture cache.
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2015-09-13 09:36:17 -07:00 |
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Unknown W. Brackets
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c7e6f051e4
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Split the texture application into two stages.
The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
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2015-09-13 09:30:39 -07:00 |
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Unknown W. Brackets
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a3078a6ae1
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Move late state apply after sw transform decode.
Need this so ApplyDrawStateLate() can use data from the decode.
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2015-09-13 06:53:55 -07:00 |
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Unknown W. Brackets
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5360422310
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Defer bind of shader blend copy until after verts.
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2015-09-13 06:52:47 -07:00 |
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Unknown W. Brackets
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71afaffc20
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Pack texture cache entries just a bit tighter.
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2015-09-13 06:43:47 -07:00 |
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Unknown W. Brackets
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7d63a10fdd
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Centralize texture cache entry structures.
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2015-09-13 06:43:37 -07:00 |
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Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Henrik Rydgard
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08735b806f
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Remove silly use of gstate.SetVSyncInterval
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2015-09-06 13:36:33 +02:00 |
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Henrik Rydgard
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d822cbf60b
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Move fbo.cpp/h from native into PPSSPP
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2015-09-06 13:13:37 +02:00 |
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Henrik Rydgard
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72ae497350
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Remove glstate usage except in the GPU implementation. Prepare for moving it into PPSSPP.
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2015-09-06 12:42:15 +02:00 |
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sum2012
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f6050e2c37
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oop
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2015-09-06 17:42:12 +08:00 |
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sum2012
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c30254a40d
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Rename BlacklistGPUNames to FramebufferFetchBlacklist
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2015-09-06 17:40:30 +08:00 |
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sum2012
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7500145ddf
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Blacklist some gpu
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2015-09-06 17:33:29 +08:00 |
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Unknown W. Brackets
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764539f814
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Clean up GLES logic used in shader gen.
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2015-09-05 16:44:17 -07:00 |
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Unknown W. Brackets
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fb7c71e41d
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Simplify NV blit logic.
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2015-09-05 16:28:59 -07:00 |
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Unknown W. Brackets
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2d0635c3e6
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Cut out a bit more USING_GLES2.
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2015-09-05 16:28:46 -07:00 |
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Henrik Rydgard
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b22850720d
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Move the CheckGPUFeatures call to the Resize check
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2015-09-06 00:13:46 +02:00 |
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Henrik Rydgard
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1c0158bfe6
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Further reduce the use of ifdef USING_GLES2 and friends.
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2015-09-05 23:39:10 +02:00 |
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Henrik Rydgard
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0237b84efd
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Reduce use of #ifdef USING_GLES2 some more
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2015-09-05 23:09:06 +02:00 |
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Henrik Rydgard
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186d624ef3
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Cleanup of FBO+blit flags. Requires the change in native to stop lying.
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2015-09-05 22:40:45 +02:00 |
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Henrik Rydgard
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5b2ffd1434
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Fix some naming, remove NV_draw_texture, move decisions out
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2015-09-05 22:11:28 +02:00 |
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Henrik Rydgard
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f524049277
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Move more GPU feature checks upfront. Re-check when exiting settings menu.
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2015-09-05 21:23:58 +02:00 |
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Henrik Rydgard
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a71be3f75f
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Start moving GPU feature compatibility decisions to startup
(and a single, cache-friendly flag field)
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2015-09-05 19:58:47 +02:00 |
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Henrik Rydgard
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7b0a31ade5
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Adjust D3D depth calculations to get them to match OpenGL as close as I can get it.
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2015-08-29 17:43:09 +02:00 |
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Henrik Rydgard
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76eacf32f4
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Change the offset to 0.0
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2015-08-27 18:02:45 +02:00 |
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Henrik Rydgard
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fd18f14508
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Fix GT and hopefully other games that got a black screen
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2015-08-27 17:58:41 +02:00 |
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Henrik Rydgard
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7e3292d275
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Minor optimization
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2015-08-26 18:46:55 +02:00 |
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Henrik Rydgard
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d89da71057
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Get rid of a division in the vertex shader by precomputing the inverse.
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2015-08-26 17:40:06 +02:00 |
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Henrik Rydgard
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5dbc8abd94
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experiment: Add a different offset that unknown found during testing, plus remove rounding of through mode depth (which should already be rounded)
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2015-08-26 17:28:34 +02:00 |
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Henrik Rydgard
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dedd2b60e4
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Subtracting an offset of 0.5 works on my nVidia and I have no idea why, this makes no sense.
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2015-08-26 17:02:07 +02:00 |
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Henrik Rydgard
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160980ee2e
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Properly dirty the uniform in Execute_ViewportType
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2015-08-26 16:28:10 +02:00 |
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Henrik Rydgard
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c91b58ac8e
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Fix typo. This breaks it again though, strangely.
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2015-08-26 16:07:11 +02:00 |
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Henrik Rydgard
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fee776b6e0
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Correct scale factors for through mode depth rounding.
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2015-08-26 15:55:58 +02:00 |
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Henrik Rydgard
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9e18fb7e90
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Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
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2015-08-26 15:25:21 +02:00 |
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Henrik Rydgard
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a5fb4cffd5
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Failed quick attempt at Z rounding in the vshader
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2015-08-26 15:25:20 +02:00 |
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