Unknown W. Brackets
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c31a8f860b
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Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible. Expected to help #5278.
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2015-12-31 17:01:03 -08:00 |
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Unknown W. Brackets
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13a09647e2
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d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
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2015-11-13 23:11:06 -08:00 |
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Henrik Rydgard
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df94914a63
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D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha
Remove misleading comment, thanks unknown
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2015-11-12 18:11:23 +01:00 |
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Henrik Rydgard
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4a71d4cda2
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The ConvertBlendState machinery is now pure, so move it out to GPU/Common
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2015-11-12 18:11:20 +01:00 |
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Henrik Rydgard
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091fb28f55
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Extract the glstate.blendcolor call from ConvertBlendState
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2015-11-12 18:11:19 +01:00 |
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Henrik Rydgard
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71103cb0ca
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Make ConvertBlendState into a reasonably pure function with no side effects
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2015-11-12 18:11:15 +01:00 |
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Henrik Rydgard
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e97d771e0f
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Extract blend state mapping into a function.
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2015-11-12 15:57:33 +01:00 |
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Henrik Rydgard
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a6ced1d0b4
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Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
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2015-11-09 21:21:54 +01:00 |
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Unknown W. Brackets
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2b832e7f6c
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Zero out dst blend factors in 565.
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2015-11-04 00:35:55 -08:00 |
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Henrik Rydgard
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edafa9bc17
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
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Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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