Commit Graph
337 Commits
Author SHA1 Message Date
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 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 aac0cd3227 Minor consistency improvement between d3d and opengl code 2015-11-05 00:08:48 +01:00
Unknown W. Brackets 2b832e7f6c Zero out dst blend factors in 565. 2015-11-04 00:35:55 -08:00
Unknown W. Brackets 5ff3e6a5e7 Avoid polluting glstate in GetTempFBO().
Since we do this "late", we might overwrite important settings, such as
stencil, color masks, etc.

This affects both depal and fbo shader blending.

Didn't do it for all ClearBuffer()s, since I'm worried some might be
intentionally resetting state.
2015-11-03 22:37:19 -08:00
LunaMoo 71a0928d6b Flip display layout editor coordinates to match #8130:) 2015-11-03 00:28:47 +01:00
Henrik Rydgard b411fc0455 Postproc: Scale pixel deltas and round off screen position. Fixes #8016 2015-11-02 22:22:48 +01:00
Henrik Rydgard 099f62b503 Fix some typos in D3D9 blits (removed parameter).
Add some missing projection matrix flips (flipped viewport emulation)

Fix issue with DrawPixels in non-buffered in D3D9
2015-11-02 20:11:48 +01:00
Henrik Rydgard 6b2862284b Minor cleanups 2015-11-02 20:09:59 +01:00
Henrik Rydgard 0266211b88 Two wrongs can appently make a right. Remove an inadvertent flip, add flips where we actually need them. 2015-11-02 20:09:24 +01:00
Henrik Rydgard 86bfce4006 Remove more obsolete v-flip support 2015-11-02 20:09:12 +01:00
Henrik Rydgard c1db771056 Fix non-through rectangles 2015-11-02 20:08:11 +01:00
Henrik Rydgard f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
Henrik Rydgard f3b1fca68b Allow resizing the screen in windowed mode 2015-11-02 19:36:14 +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
Sacha bbc4f64999 MIPS: Fix build so we can compile this again. 2015-10-29 02:46:43 +00:00
Unknown W. Brackets c41b981333 Oops, undelete shader bits for alpha test. 2015-10-24 23:05:18 -07:00
Unknown W. Brackets 97c568dca6 Tweak to shader desc. 2015-10-24 23:05:09 -07:00
Unknown W. Brackets 06f2c7f1fe Maintain hasTexcoord even for UV gen. 2015-10-24 21:26:12 -07:00
Unknown W. Brackets 5595d1278d Merge pull request #8103 from hrydgard/d3d-shader-id
D3D: Generate shaders from shader IDs, just like in GL
2015-10-24 21:19:34 -07:00
Henrik Rydgard 838e53f482 Delete disabled code to use built-in alpha test on DX9. 2015-10-25 01:26:38 +02:00
Henrik Rydgard 56814ad52d SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
Was already fixed on ARM64.
2015-10-25 00:51:47 +02:00
Henrik Rydgard 85229efef4 D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Henrik Rydgard edafa9bc17 Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
Henrik Rydgard 92389a4966 Use a common ShaderId class. Start moving shader ID code to GPU/Common 2015-10-24 23:24:06 +02:00
Henrik Rydgard 6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Henrik Rydgård 70e99791aa Merge pull request #8019 from LunaMoo/scaling_shaders
Add 5xBR and scaling to existing 4xHQ
2015-10-14 20:58:19 +02:00
LunaMoo 9543250863 Add new postshader setting "upscaling" 2015-10-14 18:32:13 +02:00
Henrik Rydgard 7f4e473e8c Add new shader viewing tool 2015-10-14 18:10:21 +02:00
Henrik Rydgard 8107cb4423 Hopefully this will help issue #7969 2015-10-04 10:08:20 +02:00
Henrik Rydgard d3b265a3e4 Fix render resolution race condition. Should help #8002 2015-09-27 20:00:47 +02:00
Henrik Rydgard 70cb4372c1 Assorted fixes to auto resolution. Fixes too low resolution and also #8002, plus notification spam 2015-09-25 19:10:09 +02:00
Unknown W. Brackets 400b8886e6 Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Unknown W. Brackets bb18fa4cd9 Allow framebufs to get smaller in expected size.
This doesn't change the buffer size, but it does change the recorded size,
which effects how we calculate things about them.
2015-09-23 23:57:59 -07:00
Henrik Rydgard ec63663ad5 More consistent handling of resolution changes. Should help #7995 2015-09-23 12:25:38 +02:00
Henrik Rydgard 4d18d478a0 Sample renderWidth/pixelWidth/height once per frame for the framebuffer manager. 2015-09-19 16:19:03 +02:00
Unknown W. Brackets a66bc633f6 Fix nearest framebuffer check.
Broken in 454a363.
2015-09-16 20:05:55 -07:00
Unknown W. Brackets 3233116749 Use fixed regs for uv bounds check in arm64. 2015-09-13 15:06:29 -07:00
Unknown W. Brackets dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets 93e9d6cd56 Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets 62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -07:00
Unknown W. Brackets f4df7f076e Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
Unknown W. Brackets 31106d063c Fix MSVC 2015 highlighting for ARM/ARM64. 2015-09-13 10:02:55 -07:00
Unknown W. Brackets 72a73045bb Add uv range to arm64 and non-jit decoders. 2015-09-13 10:01:37 -07:00
Unknown W. Brackets 5c233fa545 Add initial decoding check for uv bounds. 2015-09-13 10:00:33 -07:00
Unknown W. Brackets c7e6f051e4 Split the texture application into two stages.
The latter simply applies the texture.

This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -07:00
Unknown W. Brackets 71afaffc20 Pack texture cache entries just a bit tighter. 2015-09-13 06:43:47 -07:00