Henrik Rydgard
7e3cd987cd
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
2015-11-12 14:47:43 +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
5667f34805
Invert proj matrix offset properly in D3D.
2015-11-09 21:21:55 +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
aac0cd3227
Minor consistency improvement between d3d and opengl code
2015-11-05 00:08:48 +01:00
Henrik Rydgard
8b3ff8a5b6
Correctly flip matrices in DX9 as well.
2015-11-04 22:37:42 +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
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
Unknown W. Brackets
5ff3e6a5e7
Avoid polluting glstate in GetTempFBO().
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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
Unknown W. Brackets
7af7b2bc6d
Add methods to "force" glstate to certain values.
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This way we don't have to use totally different syntax when doing:
glstate.scissorTest.force(false);
// Do stuff that needs scissorTest temporarily off.
glstate.scissorTest.restore();
There's cleaner options maybe but this is a simple first step.
2015-11-03 22:37:05 -08:00
LunaMoo
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
Unknown W. Brackets
3a7edd8cac
Switch viewport overage to the new world of sanity.
2015-11-02 20:11:58 +01:00
Henrik Rydgard
099f62b503
Fix some typos in D3D9 blits (removed parameter).
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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
14652f0650
Make some optional arguments non-optional.
2015-11-02 20:10:29 +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
069a7b0d2f
Move the viewport to the right place.
2015-11-02 20:08:00 +01:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
LunaMoo
526d0b04b9
Add video fix in non buffered mode for D3D backend as well.
2015-10-31 21:07:53 +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).
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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
Unknown W. Brackets
6b905e8e18
d3d9: Remove the old shader id gen.
2015-10-24 21:26:40 -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
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
d3b265a3e4
Fix render resolution race condition. Should help #8002
2015-09-27 20:00:47 +02:00
Henrik Rydgard
b07b002040
Introduce "Compatibility Flags".
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These should be used very restrictively, see comment in Compatibility.h.
Should help #8004 , by disabling depth rounding in Fight Night round 3.
2015-09-27 01:23:20 +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
Henrik Rydgård
eed2f9d9d5
Merge pull request #8000 from unknownbrackets/gpu-minor
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Allow framebufs to get smaller and affect the offset texture code
2015-09-25 09:47:16 +02:00
Henrik Rydgård
d8b43dd9e9
Fix #7999
2015-09-24 11:22:20 +02:00
Unknown W. Brackets
400b8886e6
Use the framebuf->height for offset calculation.
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This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Henrik Rydgard
ec63663ad5
More consistent handling of resolution changes. Should help #7995
2015-09-23 12:25:38 +02:00
Henrik Rydgard
3232e46c36
Make debug build nearly warning free in MSVC 2015
2015-09-17 22:02:15 +02:00
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.
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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.
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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
88eea00fe4
Add a safety against vertcache breaking uv checks.
2015-09-13 11:09:21 -07:00
Unknown W. Brackets
5c233fa545
Add initial decoding check for uv bounds.
2015-09-13 10:00:33 -07:00
Unknown W. Brackets
52c3fc221b
Also split DirectX9's texture cache.
2015-09-13 09:36:17 -07:00
Unknown W. Brackets
a3078a6ae1
Move late state apply after sw transform decode.
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Need this so ApplyDrawStateLate() can use data from the decode.
2015-09-13 06:53:55 -07:00
Unknown W. Brackets
5360422310
Defer bind of shader blend copy until after verts.
2015-09-13 06:52:47 -07:00
Unknown W. Brackets
71afaffc20
Pack texture cache entries just a bit tighter.
2015-09-13 06:43:47 -07:00
Unknown W. Brackets
7d63a10fdd
Centralize texture cache entry structures.
2015-09-13 06:43:37 -07:00
Unknown W. Brackets
e1df8fc45f
Centralize sampling params and test optimizations.
2015-09-13 06:38:07 -07:00
Unknown W. Brackets
85533dad6e
Native merge part 2: update build files.
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And a couple minor stragglers.
2015-09-06 13:06:57 -07:00