Commit Graph
25 Commits
Author SHA1 Message Date
Unknown W. Brackets 9355322824 d3d9: Fix shader compile error X3014. 2014-09-21 09:05:47 -07:00
Unknown W. Brackets a62f88d1f8 d3d9: Oops, don't need this, no prescale.
Hmm, trying to reduce differences, though...
2014-09-21 00:09:38 -07:00
Unknown W. Brackets 6f38c21ccc d3d9: Make the vertex shaders more similar. 2014-09-20 23:55:48 -07:00
Henrik Rydgard 9bb5bd6fb3 Of course have to update these as well. 2014-09-19 00:39:34 +02:00
Henrik Rydgard 9c625a79a1 DX9: Use 4x3 matrices for bones too. Compact shader constants. 2014-09-18 23:14:53 +02:00
Henrik Rydgard 6304d60b40 Convert 4x4 to 4x3 matrices where possible (except bones) 2014-09-18 23:08:46 +02:00
Henrik Rydgard 1407648b59 D3D vtxdec: Convert weights and normals to float 2014-09-12 02:00:33 +02:00
Henrik Rydgard 7b66059ae0 D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
Henrik Rydgard bf7a4f9097 D3D: Use fixed constant registers for vertex shaders too. 2014-09-10 13:43:35 +02:00
Henrik Rydgard 6fa1872163 DX9: Disable an annoying warning in vertex shader generator to clean up our reports
warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
2014-09-10 11:04:37 +02:00
Henrik Rydgard 8ef326e531 D3D: Remove now-redundant texture coord scaling now that we decode the 8-bit and 16-bit formats in the vertex decoder 2014-09-09 22:32:59 +02:00
Unknown W. Brackets 1b12ad1b91 d3d: Fix a shader warning from sw transform. 2014-09-08 22:18:34 -07:00
Unknown W. Brackets 375e102647 d3d: Fix some shader issues with tex projection. 2014-09-08 19:33:12 -07:00
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 5639b056b3 d3d: Use 0 texcoord when not specified. 2014-09-06 23:01:04 -07:00
Unknown W. Brackets a29c2f4f2f d3d: Use 2.0 vertex and pixel shaders. 2014-09-06 23:01:03 -07:00
Unknown W. Brackets a34bf158e3 d3d: Clean up some normal handling.
So hardware and software transform match gles.
2014-08-25 07:43:19 -07:00
Unknown W. Brackets 170036e171 d3d: Fix another shader compile error. 2014-08-25 07:31:10 -07:00
Unknown W. Brackets 5e829f06e8 d3d: Fix a shader compiler error. 2014-08-25 01:39:04 -07:00
Ced2911andHenrik Rydgard ef54989598 [Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
Conflicts:
	GPU/Directx9/PixelShaderGeneratorDX9.cpp
	GPU/Directx9/ShaderManagerDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
2014-08-24 13:43:09 +02:00
Unknown W. Brackets 25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Henrik Rydgard 01def3b6cc Missed these 2013-09-21 23:44:11 +02:00
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Unknown W. Brackets f55b6a0dbc Put the DirectX9 stuff into a namespace.
This makes it almost build on Windows, but not quite.  Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00