Commit graph

27 commits

Author SHA1 Message Date
Unknown W. Brackets
ff3c5075fa d3d: Apply a half pixel offset when rendering.
Makes things a lot sharper, although there still seem to be problems.
This makes it so the viewport aligns with pixel edges rather than centers
at whole integers.
2014-09-13 22:08:43 -07:00
Henrik Rydgard
7b66059ae0 D3D: Assorted cleanup. Add a missing register specification. 2014-09-10 15:20:57 +02:00
Henrik Rydgard
163f81e5be DX9: "Linked" shaders are now pointless, so remove them. 2014-09-10 14:07:30 +02:00
Henrik Rydgard
0dc6150a2e DX9: Not much point in tracking dirtiness per shader now that all constants are shared. 2014-09-10 13:57:19 +02:00
Henrik Rydgard
8bca420c0a Some renaming 2014-09-10 13:48:55 +02:00
Henrik Rydgard
bf7a4f9097 D3D: Use fixed constant registers for vertex shaders too. 2014-09-10 13:43:35 +02:00
Henrik Rydgard
d2d563cd2c D3D: Use fixed constant registers for pixel shader constants 2014-09-10 12:59:33 +02:00
Henrik Rydgard
14c8733def Uniforms/constants aren't shared in D3D, let's not pretend they are. 2014-09-10 12:40:15 +02:00
Henrik Rydgard
8ef326e531 D3D: Remove now-redundant texture coord scaling now that we decode the 8-bit and 16-bit formats in the vertex decoder 2014-09-09 22:32:59 +02:00
Unknown W. Brackets
030a9d55e7 d3d: Use unnormalized values for alpha testing.
Fixes Tales of Eternia's world map, Popolocrois everwhere, etc.

If PowerVR is using this method on GLES, it may be broken for the same
reasons.
2014-09-08 21:37:25 -07:00
Henrik Rydgard
ef0ae77e98 D3D: some cleanup and a crashfix on shutdown 2014-09-09 00:29:01 +02:00
Unknown W. Brackets
923c535deb Merge pull request #6861 from hrydgard/depth-d3d
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 14:17:19 -07:00
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
564ae9f184 d3d: Report shader compilation failures. 2014-09-07 11:01:19 -07:00
Unknown W. Brackets
4d54cad9bd d3d: Reduce D3DX leaks. 2014-09-07 10:38:49 -07:00
Henrik Rydgard
780ed765c7 Update dx9sdk (got rid of redundant headers) 2014-09-07 10:45:38 +02:00
Henrik Rydgard
1d7642fa48 Remove most mentions of the "_XBOX" define 2014-08-24 14:21:35 +02:00
Ced2911
ef54989598 [Gpu] update code, cleanup shaders generation: fixes rr2 lighting !
Conflicts:
	GPU/Directx9/PixelShaderGeneratorDX9.cpp
	GPU/Directx9/ShaderManagerDX9.cpp
	GPU/Directx9/VertexDecoderDX9.cpp
2014-08-24 13:43:09 +02:00
Ced2911
49cc8e7312 [Gpu] Sync with gles
Conflicts:
	GPU/Directx9/FramebufferDX9.cpp
	GPU/Directx9/FramebufferDX9.h
	GPU/Directx9/TransformPipelineDX9.cpp
2014-08-24 10:40:16 +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
Unknown W. Brackets
2038bc5527 Support alpha / color test masks on desktop/gles3.
Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00
Henrik Rydgard
16f4622ac7 Remove cached light variables to reduce work when parsing DLs.
Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Henrik Rydgard
01def3b6cc Missed these 2013-09-21 23:44:11 +02:00
Henrik Rydgard
82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
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
Renamed from GPU/Directx9/ShaderManager.cpp (Browse further)