Commit Graph
229 Commits
Author SHA1 Message Date
Henrik Rydgard ffe35f73af Fix viewport vertical positioning, fixing #8165. However, God Eater bloom breaks. Why?? 2015-11-04 23:03:13 +01:00
Henrik Rydgard a6d6a68a95 Oops 2015-11-04 22:28:54 +01:00
Henrik Rydgard f3b0562bd8 Improve viewport terminology a bit. No functional change. 2015-11-04 22:03:29 +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
Unknown W. Brackets 2b832e7f6c Zero out dst blend factors in 565. 2015-11-04 00:35:55 -08:00
Unknown W. Brackets bc0a694ec2 Unbreak depth range test reporting.
Was broken in 9e18fb7e90.
2015-11-03 00:14:53 -08:00
LunaMooandLuna 71a0928d6b Flip display layout editor coordinates to match #8130:) 2015-11-03 00:28:47 +01:00
Henrik Rydgard a1ad278005 unknownbrackets' fixes for last commit 2015-11-02 20:51:40 +01:00
Unknown W. BracketsandHenrik Rydgard 3a7edd8cac Switch viewport overage to the new world of sanity. 2015-11-02 20:11:58 +01:00
Henrik Rydgard c1db771056 Fix non-through rectangles 2015-11-02 20:08:11 +01:00
Henrik Rydgard 069a7b0d2f Move the viewport to the right place. 2015-11-02 20:08:00 +01:00
Henrik Rydgard e9770b3679 Fix non-buffered rendering 2015-11-02 20:07:50 +01:00
Henrik Rydgard 94b77135a2 Fix a few more flips 2015-11-02 20:07:38 +01:00
Henrik Rydgard f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +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 89d0c7751f Viewport clipping did not take small screen into account. Fix that. #8082 should be rebased on this :) 2015-10-31 14:56:13 +01:00
Unknown W. Brackets 62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -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 5360422310 Defer bind of shader blend copy until after verts. 2015-09-13 06:52:47 -07:00
Henrik Rydgard ab3468ea02 Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h 2015-09-06 13:45:17 +02:00
Henrik Rydgard 1c0158bfe6 Further reduce the use of ifdef USING_GLES2 and friends. 2015-09-05 23:39:10 +02:00
Henrik Rydgard 5b2ffd1434 Fix some naming, remove NV_draw_texture, move decisions out 2015-09-05 22:11:28 +02:00
Henrik Rydgard f524049277 Move more GPU feature checks upfront. Re-check when exiting settings menu. 2015-09-05 21:23:58 +02:00
Henrik Rydgard a71be3f75f Start moving GPU feature compatibility decisions to startup
(and a single, cache-friendly flag field)
2015-09-05 19:58:47 +02:00
Henrik Rydgard 9e18fb7e90 Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +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 d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard b5f7d9346f Minor cleanups in GPU 2015-07-29 13:08:02 +02:00
Henrik Rydgard 2e26a4798e Scale the frame profiler graph dynamically 2015-05-24 23:45:37 +02:00
Henrik Rydgard 26624709f7 Hook up the frame profiler to a few measurements 2015-05-24 23:45:36 +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 42bcea7b41 Report when minz/maxz is used in an effective way.
As long as it's outside the viewport it should be clipped anyway.

One concern is, does clipenable affect z?  A game could depend on that.
2015-04-17 12:59:59 -07:00
Unknown W. Brackets 5fa3bf0eb9 Move the viewport transform to the proj matrix.
The viewport has an implementation defined maximum size.  On some devices,
it's as low as 2048 or 4096.

Tales of Destiny 2, for example, uses a large viewport, which may be
outside this range at 1x or 2x on such devices.  This makes it work much
better.  It may also have better subpixel precision.
2015-03-22 23:35:24 -07:00
Unknown W. Brackets 08a1bb8796 Add support for ARM_shader_framebuffer_fetch. 2015-03-07 16:11:43 -08:00
Unknown W. Brackets 9c3ccc97a2 Support EXT_shader_framebuffer_fetch.
We only supported NV_ before.  Not tested on any supporting device, but
this is primarily found on PowerVR devices.  This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Unknown W. Brackets 383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -08:00
Henrik Rydgård 0d69576810 Merge pull request #7515 from unknownbrackets/gpu-minor2
For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets a3342a72d7 Fix copy/paste mistake from 808eeb3a25.
I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets b5126f7236 Use ONE/ZERO in place of CONSTANT_ALPHA if okay. 2015-02-23 09:58:46 -08:00
Unknown W. Brackets 3ff51588f7 Avoid using constant color when blending.
If it's just ONE/ZERO or etc., we can keep those constants.  May be
faster, and apparently less buggy in some drivers.
2015-02-23 08:37:00 -08:00
Unknown W. Brackets 9d5ae2b336 For 5551 buffers, force stencil mask to 1/0.
4444 it would also be ideal to spread the bits, but that gets a bit
complicated.  5650 probably doesn't matter.
2015-02-22 19:11:11 -08:00
Unknown W. Brackets 4c15afa905 Allow multiple replacements on the same func.
Or, more specifically, hooks.  This allows enter and exit on the same
func, which can obviously be useful for debugging.
2015-02-21 15:48:09 -08:00
Lioncash dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
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 4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets 33ac30218a Bind the alphatest tex after we know vert alpha.
Before we sometimes thought alpha test was trivially true when it wasn't.
2014-09-10 23:43:48 -07:00