Henrik Rydgård
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ba2adb8502
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Merge pull request #8224 from hrydgard/clear-optimization
Don't clear at the start of frame, only when it's time to actually draw to the backbuffer
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2015-11-18 17:58:12 +01:00 |
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Henrik Rydgard
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5d6d4a08f4
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Change approach somewhat to avoid adding drawing code in the screen manager.
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2015-11-18 14:18:35 +01:00 |
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Henrik Rydgard
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e3d2c65ba0
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D3D fixes
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2015-11-18 12:25:54 +01:00 |
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Henrik Rydgard
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af33011fd3
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Buildfix
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2015-11-18 12:13:36 +01:00 |
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Henrik Rydgard
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758ec5a027
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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.
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2015-11-18 12:13:35 +01:00 |
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Unknown W. Brackets
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ae30933ed8
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Open ZFS files using unicode-aware APIs.
May help #8223.
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2015-11-17 21:51:55 -08:00 |
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Henrik Rydgård
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563ad0fa10
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Merge pull request #8219 from unknownbrackets/gpu-logicop
Make logic ops flush on GLES
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2015-11-16 01:21:43 +01:00 |
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Unknown W. Brackets
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7e71bd653f
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Allow logic ops in GLES.
We have a backup plan for them now, so they need to flush.
Fixes #2917.
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2015-11-15 15:06:37 -08:00 |
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Unknown W. Brackets
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2ed8aab2d7
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Avoid direct refs to OES_texture_npot.
So that we can control it centrally in GLES_GPU.
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2015-11-15 15:06:09 -08:00 |
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Unknown W. Brackets
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ec79dacc35
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Correct weight count display for no weights.
This was causing it to always say unknown weights since the +1 on
weightCount.
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2015-11-15 15:03:14 -08:00 |
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Henrik Rydgård
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5b21c1aa39
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Merge pull request #8174 from hrydgard/remove-option-depthrangehack
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
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2015-11-15 23:05:20 +01:00 |
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Henrik Rydgard
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dd3fd18bd8
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Remove a dupe
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2015-11-15 23:04:18 +01:00 |
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Henrik Rydgard
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8aee6ef2c9
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compat.ini: Remove depth range hack for Phantasy Star Portable 1, add for more variations of #2
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2015-11-15 23:02:26 +01:00 |
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Henrik Rydgard
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4b360a571c
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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
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2015-11-15 23:00:25 +01:00 |
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Henrik Rydgård
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cc7b3ba77e
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Merge pull request #8218 from unknownbrackets/gpu-blend
Correct state leakage on shader blend/self render
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2015-11-15 22:57:29 +01:00 |
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Unknown W. Brackets
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010a7ac1af
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Correct state leakage on shader blend/self render.
This makes #2917 look right on desktop with blit and logic ops disabled.
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2015-11-15 13:12:29 -08:00 |
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Henrik Rydgård
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54535ec72a
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Merge pull request #8215 from unknownbrackets/savedata
Correct utilityData size calculation for "sizes" savedata call
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2015-11-15 22:02:05 +01:00 |
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Henrik Rydgård
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91c095e161
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Merge pull request #8217 from unknownbrackets/thread-minor
Disallow HLE thread termination in interrupts
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2015-11-15 21:08:24 +01:00 |
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Unknown W. Brackets
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b21f98f2f7
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Add a couple missing ignores for MSVC.
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2015-11-15 11:45:13 -08:00 |
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Unknown W. Brackets
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8c337850fc
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Disallow thread termination in interrupts.
But only for certain SDK versions, as per testing.
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2015-11-15 11:38:59 -08:00 |
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Unknown W. Brackets
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b71b1bbff9
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Initially count the dir for save info size.
Should help #6068, verified by the sizes test and JpcspTrace results.
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2015-11-15 10:29:13 -08:00 |
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Henrik Rydgård
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12c0272cbc
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Merge pull request #8213 from unknownbrackets/gpu-minor
Optimize inversed blending modes
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2015-11-15 09:35:50 +01:00 |
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Unknown W. Brackets
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9df0c2758b
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Check OpenGL extensions in headless.
This makes some tests more correct on hardware that supports more
features.
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2015-11-15 00:17:31 -08:00 |
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Unknown W. Brackets
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bf7f07f918
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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.
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2015-11-14 12:37:32 -08:00 |
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Unknown W. Brackets
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1be77e3893
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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 "".
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2015-11-14 11:00:10 -08:00 |
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Henrik Rydgard
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3acdd4e237
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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.
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2015-11-14 13:24:51 +01:00 |
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Henrik Rydgård
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e7081f80c1
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Merge pull request #8193 from hrydgard/centralize-state-mapping
Centralize blend state mapping
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2015-11-14 12:12:35 +01:00 |
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Henrik Rydgard
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fadb19acc6
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Remove a very minor difference between the backends in state mapping
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2015-11-14 09:56:36 +01:00 |
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Henrik Rydgård
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ca9dbec830
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Merge pull request #8210 from unknownbrackets/centralize-state-mapping
Don't attempt shader blending in D3D9
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2015-11-14 09:27:55 +01:00 |
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Unknown W. Brackets
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294f09a61f
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Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
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2015-11-13 23:15:28 -08:00 |
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Unknown W. Brackets
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13a09647e2
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d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
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2015-11-13 23:11:06 -08:00 |
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Unknown W. Brackets
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3b98229c6f
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Correct texture preview in D3D9, oops.
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2015-11-13 23:10:30 -08:00 |
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Henrik Rydgard
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419ea84504
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Merge branch 'CarlKenner-FixUISliders'
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2015-11-12 19:25:29 +01:00 |
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Henrik Rydgard
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2634f7344a
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Fix some focus/dragging issues with the sliders
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2015-11-12 19:25:11 +01:00 |
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Henrik Rydgard
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99fe4409d0
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Merge branch 'FixUISliders' of https://github.com/CarlKenner/ppsspp into CarlKenner-FixUISliders
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2015-11-12 19:01:44 +01:00 |
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Henrik Rydgard
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639d56aa27
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Remove a few minor differences between the state mapping code in the two backends
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2015-11-12 18:11:32 +01:00 |
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Henrik Rydgard
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df94914a63
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D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha
Remove misleading comment, thanks unknown
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2015-11-12 18:11:23 +01:00 |
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Henrik Rydgard
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bcd452179f
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Switch D3D over to use ConvertBlendState
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2015-11-12 18:11:21 +01:00 |
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Henrik Rydgard
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4a71d4cda2
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The ConvertBlendState machinery is now pure, so move it out to GPU/Common
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2015-11-12 18:11:20 +01:00 |
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Henrik Rydgard
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091fb28f55
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Extract the glstate.blendcolor call from ConvertBlendState
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2015-11-12 18:11:19 +01:00 |
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Henrik Rydgard
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71103cb0ca
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Make ConvertBlendState into a reasonably pure function with no side effects
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2015-11-12 18:11:15 +01:00 |
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Henrik Rydgard
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e97d771e0f
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Extract blend state mapping into a function.
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2015-11-12 15:57:33 +01:00 |
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Henrik Rydgård
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ce28ee28f1
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Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
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2015-11-12 15:27:31 +01:00 |
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Henrik Rydgard
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e6b39d65d3
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Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
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2015-11-12 15:26:06 +01:00 |
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Henrik Rydgard
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45da00d381
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Fix viewport offset in gl non-buffered
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2015-11-12 15:22:20 +01:00 |
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Henrik Rydgard
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7e3cd987cd
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Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
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2015-11-12 14:47:43 +01:00 |
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Unknown W. Brackets
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a821cd3f12
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Disable UV range opt. for shader blending FBO.
Obviously this is unsafe, not sure what I was thinking...
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2015-11-09 23:31:34 -08:00 |
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Henrik Rydgard
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5a8e86e8ba
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Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
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2015-11-09 21:57:48 +01:00 |
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Henrik Rydgard
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5667f34805
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Invert proj matrix offset properly in D3D.
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2015-11-09 21:21:55 +01:00 |
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Henrik Rydgard
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a6ced1d0b4
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Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
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2015-11-09 21:21:54 +01:00 |
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