Commit Graph
44 Commits
Author SHA1 Message Date
Unknown W. BracketsandHenrik Rydgard 3a7edd8cac Switch viewport overage to the new world of sanity. 2015-11-02 20:11:58 +01:00
LunaMooandLuna 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
Unknown W. Brackets 2448386e8a d3d: Specify clamping incr/decr of stencil. 2014-08-26 00:23:34 -07:00
Ced2911andHenrik Rydgard d4adc3abb8 [dx9] don't do alpha test in pixel shader, use state mapping
hrydgard: Cleaned up a bit, disabled by default

Conflicts:
	GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Henrik Rydgard 1556234825 Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc. 2014-08-23 01:52:46 +02:00
Henrik Rydgard a758917919 D3d cleanups and improvements 2014-08-22 22:16:46 +02:00
Unknown W. Brackets 4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets 1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
raven02 2e7609b084 Cleanup ClearmodeDepthMask 2013-12-10 20:48:20 +08:00
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