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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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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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 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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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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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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Henrik Rydgard
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067431b35b
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Region is not used in the viewport calculations - remove wrong commented out code
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2015-11-04 11:04:47 +01:00 |
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Henrik Rydgard
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99e3ee1f71
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Add some missing checks in D3D from the last commit.
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2015-11-04 10:34:52 +01:00 |
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Unknown W. Brackets
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2b832e7f6c
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Zero out dst blend factors in 565.
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2015-11-04 00:35:55 -08:00 |
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 LunaMooandLuna
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71a0928d6b
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Flip display layout editor coordinates to match #8130:)
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2015-11-03 00:28:47 +01:00 |
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 Unknown W. BracketsandHenrik Rydgard
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3a7edd8cac
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Switch viewport overage to the new world of sanity.
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2015-11-02 20:11:58 +01:00 |
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 LunaMooandLuna
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ae1cf1d85d
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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
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2015-10-31 20:50:02 +01:00 |
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Henrik Rydgard
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838e53f482
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Delete disabled code to use built-in alpha test on DX9.
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2015-10-25 01:26:38 +02:00 |
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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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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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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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Henrik Rydgard
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08b340f423
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More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
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2015-08-30 22:45:24 +02:00 |
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Henrik Rydgard
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488c62e534
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This makes slightly more sense than the last commit.
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2015-08-29 20:38:19 +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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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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b5f7d9346f
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Minor cleanups in GPU
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2015-07-29 13:08:02 +02:00 |
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Henrik Rydgard
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95b6b50fd5
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Disable screen rotation in non-buffered rendering (as it won't worK)
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2015-05-12 22:44:18 +02:00 |
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Unknown W. Brackets
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383f894db7
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d3d9: Make blending more like GL's recent changes.
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2015-03-01 10:31:43 -08:00 |
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Unknown W. Brackets
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0fc311a319
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dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
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2014-12-18 22:24:47 -08:00 |
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Henrik Rydgard
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a6eb4c7e73
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Warning fix
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2014-11-25 23:57:11 +01:00 |
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Unknown W. Brackets
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feada0ee65
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Adjust some logging.
Report logic op more correctly, cleanup an incorrect log.
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2014-09-28 15:13:52 -07:00 |
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Unknown W. Brackets
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67a54504c7
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Oops, left the comment in the wrong one.
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2014-09-24 23:11:47 -07:00 |
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Unknown W. Brackets
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d1e992736b
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Simplify the viewport code a bit.
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2014-09-24 23:09:09 -07:00 |
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Unknown W. Brackets
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c88b66b308
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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.
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2014-09-23 21:13:47 -07:00 |
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Unknown W. Brackets
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dc6c88d147
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d3d9: Mask out alpha using KEEP stencil op.
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2014-09-21 12:47:39 -07:00 |
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Unknown W. Brackets
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6618681d05
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d3d9: Oops, can't use shader blending anyway.
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2014-09-21 12:17:16 -07:00 |
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Unknown W. Brackets
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4e50eed85b
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d3d9: Specify tex stage for binding framebuf color.
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2014-09-21 12:11:17 -07:00 |
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Unknown W. Brackets
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856154a5f9
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d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
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2014-09-21 12:01:49 -07:00 |
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Unknown W. Brackets
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4909122660
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d3d: Flip viewport y within the top of the fb.
Fixes issues when the framebuffer is larger than the current render
target.
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2014-09-13 12:37:19 -07:00 |
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Unknown W. Brackets
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36a49917d2
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d3d: Set texture only when enabled.
This allows optimizations that were applied to the cmd flags.
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2014-09-13 11:55:01 -07:00 |
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Unknown W. Brackets
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e6f1ca6582
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d3d: Correct framebuffer sizing issues.
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2014-09-13 10:34:45 -07:00 |
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Unknown W. Brackets
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f770b599d9
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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.
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2014-09-08 22:12:13 -07:00 |
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Unknown W. Brackets
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932a593576
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d3d: Clamp depth viewport to [0, 1] also.
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2014-09-08 21:55:28 -07:00 |
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Henrik Rydgard
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ef0ae77e98
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D3D: some cleanup and a crashfix on shutdown
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2014-09-09 00:29:01 +02:00 |
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Henrik Rydgard
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0a74243b61
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Remove lying comment
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2014-09-08 23:14:33 +02:00 |
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Henrik Rydgard
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01a1438dce
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Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
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2014-09-08 23:10:23 +02:00 |
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Unknown W. Brackets
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9ce5c49978
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d3d: Add basic stencil mask handling.
Mostly so we have it in dxstate, will probably reorganize stuff later.
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2014-08-30 11:18:18 -07:00 |
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Unknown W. Brackets
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4e5778d714
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d3d: Correctly disable stencil testing.
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2014-08-28 01:21:29 -07:00 |
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Unknown W. Brackets
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2448386e8a
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d3d: Specify clamping incr/decr of stencil.
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2014-08-26 00:23:34 -07:00 |
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