Unknown W. Brackets
|
33e37f4cd3
|
Use qualifier for GLES3 framebuffer fetch.
Note: still statically disabled.
|
2015-11-27 16:09:57 -08:00 |
|
Unknown W. Brackets
|
1fb271a607
|
Enable EXT_blend_func_extended.
Not really tested.
|
2015-11-27 16:01:25 -08:00 |
|
Henrik Rydgard
|
01669cbd92
|
Hide the "Internal resolution" etc static display unless FPS counter is on.
Seems fairly related and I don't want to add more options.
|
2015-11-27 00:17:14 +01:00 |
|
Henrik Rydgård
|
5827b583d3
|
Merge pull request #8240 from unknownbrackets/clut-render
Initial CPU side render-to-clut handling
|
2015-11-27 00:08:08 +01:00 |
|
Unknown W. Brackets
|
1339f6b1f3
|
Report formats on usage of rendered clut.
|
2015-11-26 14:31:46 -08:00 |
|
Unknown W. Brackets
|
3965cba187
|
Disable clut render for now as a "slow effect".
Also, add reporting.
|
2015-11-26 13:42:18 -08:00 |
|
Unknown W. Brackets
|
8e2557bafe
|
Support render-to-clut, at least in some cases.
This is pretty much only tested with Brave Story. See #6754.
There may be other cases which are not handled yet.
|
2015-11-26 13:31:17 -08:00 |
|
Henrik Rydgård
|
63dcc56bc6
|
Merge pull request #8236 from unknownbrackets/warnings
Warning fixes
|
2015-11-26 13:07:31 +01:00 |
|
Unknown W. Brackets
|
a7b4c38464
|
Move some common files into MSVC filters.
|
2015-11-25 19:36:21 -08:00 |
|
Unknown W. Brackets
|
7a9bdee0a7
|
softgpu: Pass in the right value for fog.
|
2015-11-25 16:11:53 -08:00 |
|
Unknown W. Brackets
|
7bfe100b0f
|
Fix some unused variable warnings.
The CheckAlpha one looks like it will matter.
|
2015-11-25 16:11:53 -08:00 |
|
Unknown W. Brackets
|
c90559262b
|
Software: clamp inverse factors to zero.
Just to make sure we don't end up with negative factors when
adding/subtracting/etc.
|
2015-11-19 06:48:37 -08:00 |
|
Unknown W. Brackets
|
c22953a4b9
|
Treat invalid blend factors as fixed consistently.
|
2015-11-19 06:48:06 -08:00 |
|
Unknown W. Brackets
|
eb5072bba5
|
Warning fixes.
|
2015-11-18 21:56:05 -08:00 |
|
Henrik Rydgard
|
e3d2c65ba0
|
D3D fixes
|
2015-11-18 12:25:54 +01:00 |
|
Henrik Rydgard
|
af33011fd3
|
Buildfix
|
2015-11-18 12:13:36 +01:00 |
|
Henrik Rydgard
|
758ec5a027
|
Avoid clearing the backbuffer before actually doing any rendering to fbo on every frame - instead, clear when stretching the framebuffer into place. May save quite a bit of bandwidth on tiler GPUs with naive GL drivers.
|
2015-11-18 12:13:35 +01:00 |
|
Henrik Rydgård
|
563ad0fa10
|
Merge pull request #8219 from unknownbrackets/gpu-logicop
Make logic ops flush on GLES
|
2015-11-16 01:21:43 +01:00 |
|
Unknown W. Brackets
|
7e71bd653f
|
Allow logic ops in GLES.
We have a backup plan for them now, so they need to flush.
Fixes #2917.
|
2015-11-15 15:06:37 -08:00 |
|
Unknown W. Brackets
|
2ed8aab2d7
|
Avoid direct refs to OES_texture_npot.
So that we can control it centrally in GLES_GPU.
|
2015-11-15 15:06:09 -08:00 |
|
Unknown W. Brackets
|
ec79dacc35
|
Correct weight count display for no weights.
This was causing it to always say unknown weights since the +1 on
weightCount.
|
2015-11-15 15:03:14 -08:00 |
|
Henrik Rydgård
|
5b21c1aa39
|
Merge pull request #8174 from hrydgard/remove-option-depthrangehack
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
|
2015-11-15 23:05:20 +01:00 |
|
Henrik Rydgard
|
4b360a571c
|
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
I hate doing this, but it's not really better off as an option.
See #8171
|
2015-11-15 23:00:25 +01:00 |
|
Unknown W. Brackets
|
010a7ac1af
|
Correct state leakage on shader blend/self render.
This makes #2917 look right on desktop with blit and logic ops disabled.
|
2015-11-15 13:12:29 -08:00 |
|
Unknown W. Brackets
|
bf7f07f918
|
Optimize inverse blending modes, where possible.
Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
|
2015-11-14 12:37:32 -08:00 |
|
Unknown W. Brackets
|
1be77e3893
|
Fix crash in headless GPU tests/bad settings.
Really any situation in which sPostShaderName is not exactly "Off", but
said shader doesn't exist. In headless, it was "".
|
2015-11-14 11:00:10 -08:00 |
|
Henrik Rydgard
|
3acdd4e237
|
We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
|
2015-11-14 13:24:51 +01:00 |
|
Henrik Rydgard
|
fadb19acc6
|
Remove a very minor difference between the backends in state mapping
|
2015-11-14 09:56:36 +01:00 |
|
Unknown W. Brackets
|
294f09a61f
|
Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
|
2015-11-13 23:15:28 -08:00 |
|
Unknown W. Brackets
|
13a09647e2
|
d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
|
2015-11-13 23:11:06 -08:00 |
|
Unknown W. Brackets
|
3b98229c6f
|
Correct texture preview in D3D9, oops.
|
2015-11-13 23:10:30 -08:00 |
|
Henrik Rydgard
|
639d56aa27
|
Remove a few minor differences between the state mapping code in the two backends
|
2015-11-12 18:11:32 +01:00 |
|
Henrik Rydgard
|
df94914a63
|
D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha
Remove misleading comment, thanks unknown
|
2015-11-12 18:11:23 +01:00 |
|
Henrik Rydgard
|
bcd452179f
|
Switch D3D over to use ConvertBlendState
|
2015-11-12 18:11:21 +01:00 |
|
Henrik Rydgard
|
4a71d4cda2
|
The ConvertBlendState machinery is now pure, so move it out to GPU/Common
|
2015-11-12 18:11:20 +01:00 |
|
Henrik Rydgard
|
091fb28f55
|
Extract the glstate.blendcolor call from ConvertBlendState
|
2015-11-12 18:11:19 +01:00 |
|
Henrik Rydgard
|
71103cb0ca
|
Make ConvertBlendState into a reasonably pure function with no side effects
|
2015-11-12 18:11:15 +01:00 |
|
Henrik Rydgard
|
e97d771e0f
|
Extract blend state mapping into a function.
|
2015-11-12 15:57:33 +01:00 |
|
Henrik Rydgård
|
ce28ee28f1
|
Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
|
2015-11-12 15:27:31 +01:00 |
|
Henrik Rydgard
|
e6b39d65d3
|
Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
|
2015-11-12 15:26:06 +01:00 |
|
Henrik Rydgard
|
45da00d381
|
Fix viewport offset in gl non-buffered
|
2015-11-12 15:22:20 +01:00 |
|
Henrik Rydgard
|
7e3cd987cd
|
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
|
2015-11-12 14:47:43 +01:00 |
|
Unknown W. Brackets
|
a821cd3f12
|
Disable UV range opt. for shader blending FBO.
Obviously this is unsafe, not sure what I was thinking...
|
2015-11-09 23:31:34 -08:00 |
|
Henrik Rydgard
|
5a8e86e8ba
|
Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
|
2015-11-09 21:57:48 +01:00 |
|
Henrik Rydgard
|
5667f34805
|
Invert proj matrix offset properly in D3D.
|
2015-11-09 21:21:55 +01:00 |
|
Henrik Rydgard
|
a6ced1d0b4
|
Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
|
2015-11-09 21:21:54 +01:00 |
|
Henrik Rydgard
|
77f2b0c9e9
|
Extract the viewport/scissor conversion into a function.
|
2015-11-09 21:21:54 +01:00 |
|
Unknown W. Brackets
|
43238322ef
|
Let's try a more limited heuristic.
|
2015-11-08 09:38:18 -08:00 |
|
Unknown W. Brackets
|
2c0b662484
|
Report depth test equality checks.
|
2015-11-08 09:04:12 -08:00 |
|
Unknown W. Brackets
|
ac31c66a60
|
Fix #8169, really dumb typos.
Sorry.
|
2015-11-04 19:40:53 -08:00 |
|