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
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Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Unknown W. Brackets
a821cd3f12
Disable UV range opt. for shader blending FBO.
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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.
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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 and Luna
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
Unknown W. Brackets and Henrik Rydgard
3a7edd8cac
Switch viewport overage to the new world of sanity.
2015-11-02 20:11:58 +01:00
LunaMoo and Luna
ae1cf1d85d
Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
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//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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
Ced2911 and Henrik Rydgard
d4adc3abb8
[dx9] don't do alpha test in pixel shader, use state mapping
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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.
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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