Commit Graph
9567 Commits
Author SHA1 Message Date
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