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
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383f894db7
d3d9: Make blending more like GL's recent changes.
2015-03-01 10:31:43 -08:00
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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
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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
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67a54504c7
Oops, left the comment in the wrong one.
2014-09-24 23:11:47 -07:00
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d1e992736b
Simplify the viewport code a bit.
2014-09-24 23:09:09 -07:00
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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
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dc6c88d147
d3d9: Mask out alpha using KEEP stencil op.
2014-09-21 12:47:39 -07:00
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6618681d05
d3d9: Oops, can't use shader blending anyway.
2014-09-21 12:17:16 -07:00
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4e50eed85b
d3d9: Specify tex stage for binding framebuf color.
2014-09-21 12:11:17 -07:00
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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
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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
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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
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e6f1ca6582
d3d: Correct framebuffer sizing issues.
2014-09-13 10:34:45 -07:00
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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
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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
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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
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4e5778d714
d3d: Correctly disable stencil testing.
2014-08-28 01:21:29 -07:00
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2448386e8a
d3d: Specify clamping incr/decr of stencil.
2014-08-26 00:23:34 -07:00
Ced2911
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
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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
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1ce6bf399a
Buildfix for 32-bit x86, arg.
2014-03-17 21:52:45 -07:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
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f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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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.
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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