Commit graph

93 commits

Author SHA1 Message Date
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Unknown W. Brackets
cbeeb8fdf1 GPU: Allow culling in through mode.
It works per tests and is used in Soul Caliber.  Fixes #13400.
2020-09-08 15:52:01 -07:00
Henrik Rydgård
cb568b8f5e Rename FramebufferDX9.cpp/h to FramebufferManagerDX9.cpp/h 2020-08-03 23:24:50 +02:00
Unknown W. Brackets
ad98609819 GPU: Use consistent buffered rendering state.
The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places.  This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Unknown W. Brackets
c5b844cc98 GPU: Respect stencil write mask on clear.
Actually identified this for the softgpu in #11319, but applying it for
RGBA is a problem in most renderers.  Forgot to at least apply it to
stencil.

Fixes #11901.
2019-03-16 19:42:18 -07:00
Henrik Rydgard
3f8aec5147 Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore. 2018-12-14 13:54:03 +01:00
Unknown W. Brackets
5932cbabc3 GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states.  This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Henrik Rydgård
03175b74ef
Merge pull request #10957 from unknownbrackets/depal-bounds2
GPU: Dirty tex when clearing or rendering to self
2018-06-06 22:22:01 +02:00
Unknown W. Brackets
5b62c8afb8 D3D9: Implement flat shading via state. 2018-06-06 05:53:50 -07:00
Unknown W. Brackets
61fc1cdcfb GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
2018-06-06 05:52:49 -07:00
Henrik Rydgård
b75c8b72c6 Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
Henrik Rydgard
1098bf7342 All: Only convert viewportscissor state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e439055a32 All: Only convert raster state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e2b179d6e2 All: Only convert depth stencil state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e4567c694c All: Only convert blend state if "dirty" 2017-08-14 11:14:26 +02:00
Henrik Rydgård
1d96ead852 Remove "Always Depth Write" setting. One step forward for #8171 2017-05-26 10:23:45 +02:00
Henrik Rydgård
5a8e9c4f71 Port some accessors over from #9255 to be able to catch these changes and dirty state later. 2017-04-03 17:04:58 +02:00
Henrik Rydgård
73d762f506 Reorganize raster state mapping 2017-04-03 16:37:11 +02:00
Henrik Rydgard
cffb1d7014 Reorganize depth-stencil 2017-04-03 16:37:11 +02:00
Henrik Rydgard
d581a96d79 All backends: Reorganize blend state mapping to make dirty-tracking easier 2017-04-03 16:37:08 +02:00
Henrik Rydgard
700e533622 Minor D3D9 cleanups 2017-03-02 12:29:23 +01:00
Henrik Rydgard
e83dd2b524 Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about 2017-02-17 14:31:02 +01:00
Henrik Rydgard
08d173ceee Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
Henrik Rydgard
41f770d815 Move dx_state into gfx/d3d9_state 2017-02-05 20:54:24 +01:00
Henrik Rydgard
ba52ba8714 Move global.cpp to native/gfx/d3d9_shader.cpp 2017-02-05 20:50:17 +01:00
Henrik Rydgard
f00f7d2fb8 Remove some dependencies on the pD3DDevice globals 2017-02-05 20:36:00 +01:00
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
Henrik Rydgård
674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Unknown W. Brackets
26809c1d7a Determine alpha test texture after texture.
Because, of course, this reads texture alpha parameters for blending
optimizations.

Fixes #8970.
2016-09-11 11:05:04 -07:00
Henrik Rydgard
e611915a52 Rename some GPU classes and enums to fix some consistency issues between the backends. 2016-04-10 10:21:48 +02:00
Unknown W. Brackets
529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
c31a8f860b Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible.  Expected to help #5278.
2015-12-31 17:01:03 -08:00
Henrik Rydgard
fadb19acc6 Remove a very minor difference between the backends in state mapping 2015-11-14 09:56:36 +01:00
Unknown W. Brackets
294f09a61f Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
2015-11-13 23:15:28 -08:00
Unknown W. Brackets
13a09647e2 d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Henrik Rydgard
639d56aa27 Remove a few minor differences between the state mapping code in the two backends 2015-11-12 18:11:32 +01:00
Henrik Rydgard
df94914a63 D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha

Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
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
Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Unknown W. Brackets
a821cd3f12 Disable UV range opt. for shader blending FBO.
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.
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
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