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
6fa1872163
DX9: Disable an annoying warning in vertex shader generator to clean up our reports
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warning X3571: pow(f, e) will not work for negative f, use abs(f) or conditionally handle negative values if you expect them
2014-09-10 11:04:37 +02:00
Henrik Rydgård
cf9a6143ff
Merge pull request #6869 from unknownbrackets/d3d9
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d3d: Centralize more framebuffer management
2014-09-10 09:09:37 +02:00
Henrik Rydgard
94ad48c32b
Disable D3D9Ex until we can tune for it.
2014-09-10 09:08:08 +02:00
Unknown W. Brackets
417bfc74c3
d3d: Fix drawpixels texture.
2014-09-09 23:55:00 -07:00
Unknown W. Brackets
22db52dbeb
d3d: Don't statically import Direct3DCreate9Ex().
2014-09-09 23:51:24 -07:00
Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
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
Henrik Rydgard
422ae62b63
D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
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MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
Sacha
8978182a41
Qt buildfix.
2014-09-10 06:02:42 +10:00
Henrik Rydgård
b7b47d8aee
Merge pull request #6867 from hrydgard/revert-6835-principal_class
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Revert "Set NSPrincipalClass to get retina widget rendering on OS X"
2014-09-09 17:42:54 +02:00
Henrik Rydgård
5a0a182a82
Revert "Set NSPrincipalClass to get retina widget rendering on OS X"
2014-09-09 17:42:27 +02:00
Henrik Rydgård
ee5799e80d
Merge pull request #6866 from unknownbrackets/d3d9
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d3d: Begin centralizing framebuffer management
2014-09-09 17:24:50 +02:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Henrik Rydgård
7d6377295a
Merge pull request #6864 from unknownbrackets/d3d9
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Update Direct3D 9 texture cache
2014-09-09 10:45:27 +02:00
Unknown W. Brackets
d59aa06a3b
d3d: Improve GE debugger with render-to-tex.
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Also fix a crash in oddly sized framebuffers.
2014-09-09 01:42:21 -07:00
Unknown W. Brackets
e3d0703bbb
d3d: Fix texture scaling.
2014-09-09 01:22:11 -07:00
Unknown W. Brackets
02a3ebcb8a
d3d: Add vertex full alpha detection.
2014-09-09 01:03:08 -07:00
Unknown W. Brackets
9af40cb14f
d3d: Update the texture cache to mostly match.
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Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
Unknown W. Brackets
202c7192fa
Merge pull request #6863 from daniel229/func_replace_narikosonai
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Replace frame download in Narisokonai Eiyuutan
2014-09-08 23:42:07 -07:00
daniel229
b1d9461779
Replace frame download in Narisokonai Eiyuutan
2014-09-09 14:33:15 +08:00
Unknown W. Brackets
420eb1bed3
Replace frame download in SD Gundam G Generation.
2014-09-08 22:44:27 -07:00
Unknown W. Brackets
1b12ad1b91
d3d: Fix a shader warning from sw transform.
2014-09-08 22:18:34 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
932a593576
d3d: Clamp depth viewport to [0, 1] also.
2014-09-08 21:55:28 -07:00
Unknown W. Brackets
cfee8f81e8
d3d: Oops, typo in texcache.
2014-09-08 21:43:38 -07:00
Unknown W. Brackets
030a9d55e7
d3d: Use unnormalized values for alpha testing.
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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
Unknown W. Brackets
52c1b37465
d3d: Handle texture swizzling in ge preview.
2014-09-08 21:25:37 -07:00
Unknown W. Brackets
bc6a67babf
d3d: Use unsigned Z in throughmode.
2014-09-08 21:06:26 -07:00
Unknown W. Brackets
8aac734547
d3d: Correct texcoord scale.
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Very obvious in for example LittleBigPlanet.
2014-09-08 21:00:46 -07:00
Unknown W. Brackets
b45711ba94
d3d: Centralize parts of the texture cache.
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Should merge these.
2014-09-08 20:55:56 -07:00
Unknown W. Brackets
375e102647
d3d: Fix some shader issues with tex projection.
2014-09-08 19:33:12 -07:00
Unknown W. Brackets
ee6960ff7a
Hook the saveicon creation func in Growlanser IV.
2014-09-08 19:10:46 -07:00
Unknown W. Brackets
04147827ee
Account for texel offsets in the frag test lookup.
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Darn, thought this wouldn't be necessary but it is is for 1/255 and other
values.
Without cache:
PowerVR: temp, add, mul, fract, mul, compare
Other: mul, add, floor, compare
With cache: mul, add, texture lookup, compare
2014-09-08 19:04:44 -07:00
Henrik Rydgard
aaa0180114
D3D: Always decode U16 coords to floats as there's no good corresponding vertex format that works on all GPUs.
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Fixes Burnout and probably many more games.
2014-09-09 00:42:12 +02:00
Henrik Rydgard
ef0ae77e98
D3D: some cleanup and a crashfix on shutdown
2014-09-09 00:29:01 +02:00
Henrik Rydgard
338c7668be
Update native
2014-09-08 23:25:15 +02:00
Unknown W. Brackets
923c535deb
Merge pull request #6861 from hrydgard/depth-d3d
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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
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
Henrik Rydgård
43ce2a188c
Merge pull request #6859 from unknownbrackets/gpu-minor
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Keep track of size and format as of last draw per framebuf
2014-09-08 17:46:32 +02:00
Unknown W. Brackets
796bfb1160
Fix a crash when icon data fails to decode.
2014-09-08 07:50:01 -07:00