Commit graph

2880 commits

Author SHA1 Message Date
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
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
Unknown W. Brackets
417bfc74c3 d3d: Fix drawpixels texture. 2014-09-09 23:55:00 -07:00
Unknown W. Brackets
e9b87104ef Move FBO_OLD_AGE to the common header.
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.
MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
Unknown W. Brackets
8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
Unknown W. Brackets
d59aa06a3b d3d: Improve GE debugger with render-to-tex.
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.
Now we can reduce the differences down.
2014-09-09 00:53:01 -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.
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.
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.
Very obvious in for example LittleBigPlanet.
2014-09-08 21:00:46 -07:00
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b45711ba94 d3d: Centralize parts of the texture cache.
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
04147827ee Account for texel offsets in the frag test lookup.
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.
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
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
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
Unknown W. Brackets
ac97f1ed96 Avoid a very unlikely fbo leak. 2014-09-08 07:41:23 -07:00
Unknown W. Brackets
7e248376f8 Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets
76d5f67796 Arg, fix color testing from frag test cache. 2014-09-07 23:21:22 -07:00
Unknown W. Brackets
2532639f70 Refactor fbo binding into DrawPixels(). 2014-09-07 21:53:22 -07:00
Henrik Rydgård
1985e6db9a Merge pull request #6853 from unknownbrackets/testcache
Cache fragment test results using a texture
2014-09-07 23:55:53 +02:00
Unknown W. Brackets
072e9c3a0d Use a more logical name for the test tex creator. 2014-09-07 14:52:22 -07:00
Henrik Rydgård
d98480085a Merge pull request #6854 from unknownbrackets/d3d9
Report shader errors in Direct3D 9, plug some leaks
2014-09-07 23:38:35 +02:00
Unknown W. Brackets
858df90dff d3d: Release shaders and fbos on shutdown. 2014-09-07 13:15:39 -07:00
Unknown W. Brackets
34b1d13c29 d3d: Release vertex decls on shutdown. 2014-09-07 13:07:12 -07:00
Unknown W. Brackets
564ae9f184 d3d: Report shader compilation failures. 2014-09-07 11:01:19 -07:00
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4d54cad9bd d3d: Reduce D3DX leaks. 2014-09-07 10:38:49 -07:00
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c0908421ba Skip binding when the test won't be used. 2014-09-07 10:06:57 -07:00
Unknown W. Brackets
95a620695b Actually cache the last bound test texture. 2014-09-07 10:06:23 -07:00
Unknown W. Brackets
94c1271761 Add an experiment with using a texture for tests.
Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets
b20cd3cba2 Clear stencil on switch from 565 buffer.
Fixes #2094, shadows in Kingdom Hearts in some scenes.

Not a complete solution, but should be a relatively safe one.
2014-09-07 08:47:46 -07:00
Unknown W. Brackets
47e98f972d Try to simplify alpha replace for poor compilers. 2014-09-07 08:25:39 -07:00
Henrik Rydgard
780ed765c7 Update dx9sdk (got rid of redundant headers) 2014-09-07 10:45:38 +02:00
Unknown W. Brackets
ebe71e3ec4 d3d: Properly initialize cullmode. 2014-09-06 23:01:04 -07:00
Unknown W. Brackets
5639b056b3 d3d: Use 0 texcoord when not specified. 2014-09-06 23:01:04 -07:00
Unknown W. Brackets
a29c2f4f2f d3d: Use 2.0 vertex and pixel shaders. 2014-09-06 23:01:03 -07:00
Unknown W. Brackets
07ccc37689 d3d: Use drawPixelsTex as a non-dynamic texture. 2014-09-06 23:01:03 -07:00