Commit Graph
59 Commits
Author SHA1 Message Date
Unknown W. Brackets c31a8f860b Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible.  Expected to help #5278.
2015-12-31 17:01:03 -08:00
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
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 Rydgård ce28ee28f1 Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
2015-11-12 15:27:31 +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 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 067431b35b Region is not used in the viewport calculations - remove wrong commented out code 2015-11-04 11:04:47 +01:00
Henrik Rydgard 99e3ee1f71 Add some missing checks in D3D from the last commit. 2015-11-04 10:34:52 +01:00
Unknown W. Brackets 2b832e7f6c Zero out dst blend factors in 565. 2015-11-04 00:35:55 -08:00
LunaMoo 71a0928d6b Flip display layout editor coordinates to match #8130:) 2015-11-03 00:28:47 +01:00
Unknown W. Brackets 3a7edd8cac Switch viewport overage to the new world of sanity. 2015-11-02 20:11:58 +01:00
LunaMoo ae1cf1d85d Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard 838e53f482 Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
Unknown W. Brackets 62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -07:00
Unknown W. Brackets 52c3fc221b Also split DirectX9's texture cache. 2015-09-13 09:36:17 -07:00
Unknown W. Brackets 5360422310 Defer bind of shader blend copy until after verts. 2015-09-13 06:52:47 -07:00
Henrik Rydgard 08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
Henrik Rydgard 488c62e534 This makes slightly more sense than the last commit. 2015-08-29 20:38:19 +02:00
Henrik Rydgard 7b0a31ade5 Adjust D3D depth calculations to get them to match OpenGL as close as I can get it. 2015-08-29 17:43:09 +02:00
Henrik Rydgard 1e8a1b801f Rename viewportX1/X2 etc to scale + center, which is what they actually are. 2015-08-26 15:24:35 +02:00
Henrik Rydgard 29fc9e81a4 Use the gstate.getViewport* accessors. 2015-08-26 15:24:35 +02:00
Henrik Rydgard d7f4c47c22 Refactor: Even more getting rid of gstate access in the framebuffer manager. 2015-08-05 12:13:14 +02:00
Henrik Rydgard b5f7d9346f Minor cleanups in GPU 2015-07-29 13:08:02 +02:00
Henrik Rydgard 95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Unknown W. Brackets 383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -08:00
Unknown W. Brackets 0fc311a319 dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Henrik Rydgard a6eb4c7e73 Warning fix 2014-11-25 23:57:11 +01:00
Unknown W. Brackets feada0ee65 Adjust some logging.
Report logic op more correctly, cleanup an incorrect log.
2014-09-28 15:13:52 -07:00
Unknown W. Brackets 67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Unknown W. Brackets c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets dc6c88d147 d3d9: Mask out alpha using KEEP stencil op. 2014-09-21 12:47:39 -07:00
Unknown W. Brackets 6618681d05 d3d9: Oops, can't use shader blending anyway. 2014-09-21 12:17:16 -07:00
Unknown W. Brackets 4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets 856154a5f9 d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Unknown W. Brackets 4909122660 d3d: Flip viewport y within the top of the fb.
Fixes issues when the framebuffer is larger than the current render
target.
2014-09-13 12:37:19 -07:00
Unknown W. Brackets 36a49917d2 d3d: Set texture only when enabled.
This allows optimizations that were applied to the cmd flags.
2014-09-13 11:55:01 -07:00
Unknown W. Brackets e6f1ca6582 d3d: Correct framebuffer sizing issues. 2014-09-13 10:34:45 -07:00
Unknown W. Brackets f770b599d9 d3d: Reset scissor/viewport on fbo bind.
Maybe a better way, the state is forgotten on bind so if we try to set it
again, it'll be ignored.  Fixes map in Star Ocean 1.
2014-09-08 22:12:13 -07:00
Unknown W. Brackets 932a593576 d3d: Clamp depth viewport to [0, 1] also. 2014-09-08 21:55:28 -07:00
Henrik Rydgard ef0ae77e98 D3D: some cleanup and a crashfix on shutdown 2014-09-09 00:29:01 +02:00
Henrik Rydgard 0a74243b61 Remove lying comment 2014-09-08 23:14:33 +02:00
Henrik Rydgard 01a1438dce Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed. 2014-09-08 23:10:23 +02:00
Unknown W. Brackets 9ce5c49978 d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Unknown W. Brackets 4e5778d714 d3d: Correctly disable stencil testing. 2014-08-28 01:21:29 -07:00