Henrik Rydgard
a6ced1d0b4
Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
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D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00
Henrik Rydgard
77f2b0c9e9
Extract the viewport/scissor conversion into a function.
2015-11-09 21:21:54 +01:00
Unknown W. Brackets
43238322ef
Let's try a more limited heuristic.
2015-11-08 09:38:18 -08:00
Unknown W. Brackets
2c0b662484
Report depth test equality checks.
2015-11-08 09:04:12 -08:00
Henrik Rydgard
aac0cd3227
Minor consistency improvement between d3d and opengl code
2015-11-05 00:08:48 +01:00
Henrik Rydgard
5bfcd07b35
Viewport clipping/overage fix
2015-11-04 23:03:14 +01:00
Henrik Rydgard
ffe35f73af
Fix viewport vertical positioning, fixing #8165 . However, God Eater bloom breaks. Why??
2015-11-04 23:03:13 +01:00
Henrik Rydgard
a6d6a68a95
Oops
2015-11-04 22:28:54 +01:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +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
Unknown W. Brackets
2b832e7f6c
Zero out dst blend factors in 565.
2015-11-04 00:35:55 -08:00
Unknown W. Brackets
bc0a694ec2
Unbreak depth range test reporting.
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Was broken in 9e18fb7e90
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2015-11-03 00:14:53 -08:00
LunaMoo
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
Henrik Rydgard
a1ad278005
unknownbrackets' fixes for last commit
2015-11-02 20:51:40 +01:00
Unknown W. Brackets
3a7edd8cac
Switch viewport overage to the new world of sanity.
2015-11-02 20:11:58 +01:00
Henrik Rydgard
c1db771056
Fix non-through rectangles
2015-11-02 20:08:11 +01:00
Henrik Rydgard
069a7b0d2f
Move the viewport to the right place.
2015-11-02 20:08:00 +01:00
Henrik Rydgard
e9770b3679
Fix non-buffered rendering
2015-11-02 20:07:50 +01:00
Henrik Rydgard
94b77135a2
Fix a few more flips
2015-11-02 20:07:38 +01:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
LunaMoo
ae1cf1d85d
Add Display layout editor to use for example on tablets, but also includes automatic screen cropping for 16:9 cases(default).
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//Rebased & removed atlas stuff which was added with #8096
//squashed with some improvements
2015-10-31 20:50:02 +01:00
Henrik Rydgard
89d0c7751f
Viewport clipping did not take small screen into account. Fix that. #8082 should be rebased on this :)
2015-10-31 14:56:13 +01:00
Unknown W. Brackets
62de281e35
Use texture UV range to optimize framebuf copies.
2015-09-13 11:34:52 -07:00
Unknown W. Brackets
c7e6f051e4
Split the texture application into two stages.
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The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -07:00
Unknown W. Brackets
5360422310
Defer bind of shader blend copy until after verts.
2015-09-13 06:52:47 -07:00
Henrik Rydgard
ab3468ea02
Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
2015-09-06 13:45:17 +02:00
Henrik Rydgard
1c0158bfe6
Further reduce the use of ifdef USING_GLES2 and friends.
2015-09-05 23:39:10 +02:00
Henrik Rydgard
5b2ffd1434
Fix some naming, remove NV_draw_texture, move decisions out
2015-09-05 22:11:28 +02:00
Henrik Rydgard
f524049277
Move more GPU feature checks upfront. Re-check when exiting settings menu.
2015-09-05 21:23:58 +02:00
Henrik Rydgard
a71be3f75f
Start moving GPU feature compatibility decisions to startup
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(and a single, cache-friendly flag field)
2015-09-05 19:58:47 +02:00
Henrik Rydgard
9e18fb7e90
Round Z in the vertex shader to match a 16-bit Z buffer.
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However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
1e8a1b801f
Rename viewportX1/X2 etc to scale + center, which is what they actually are.
2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4
Use the gstate.getViewport* accessors.
2015-08-26 15:24:35 +02:00
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
d26b74d4d6
GPU refactor: Move accesses to gstate out of leaf functions
2015-08-05 01:03:49 +02:00
Henrik Rydgard
b5f7d9346f
Minor cleanups in GPU
2015-07-29 13:08:02 +02:00
Henrik Rydgard
2e26a4798e
Scale the frame profiler graph dynamically
2015-05-24 23:45:37 +02:00
Henrik Rydgard
26624709f7
Hook up the frame profiler to a few measurements
2015-05-24 23:45:36 +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
Unknown W. Brackets
42bcea7b41
Report when minz/maxz is used in an effective way.
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As long as it's outside the viewport it should be clipped anyway.
One concern is, does clipenable affect z? A game could depend on that.
2015-04-17 12:59:59 -07:00
Unknown W. Brackets
5fa3bf0eb9
Move the viewport transform to the proj matrix.
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The viewport has an implementation defined maximum size. On some devices,
it's as low as 2048 or 4096.
Tales of Destiny 2, for example, uses a large viewport, which may be
outside this range at 1x or 2x on such devices. This makes it work much
better. It may also have better subpixel precision.
2015-03-22 23:35:24 -07:00
Unknown W. Brackets
08a1bb8796
Add support for ARM_shader_framebuffer_fetch.
2015-03-07 16:11:43 -08:00
Unknown W. Brackets
9c3ccc97a2
Support EXT_shader_framebuffer_fetch.
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We only supported NV_ before. Not tested on any supporting device, but
this is primarily found on PowerVR devices. This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Unknown W. Brackets
383f894db7
d3d9: Make blending more like GL's recent changes.
2015-03-01 10:31:43 -08:00
Henrik Rydgård
0d69576810
Merge pull request #7515 from unknownbrackets/gpu-minor2
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For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets
a3342a72d7
Fix copy/paste mistake from 808eeb3a25
.
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I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets
b5126f7236
Use ONE/ZERO in place of CONSTANT_ALPHA if okay.
2015-02-23 09:58:46 -08:00
Unknown W. Brackets
3ff51588f7
Avoid using constant color when blending.
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If it's just ONE/ZERO or etc., we can keep those constants. May be
faster, and apparently less buggy in some drivers.
2015-02-23 08:37:00 -08:00
Unknown W. Brackets
9d5ae2b336
For 5551 buffers, force stencil mask to 1/0.
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4444 it would also be ideal to spread the bits, but that gets a bit
complicated. 5650 probably doesn't matter.
2015-02-22 19:11:11 -08:00
Unknown W. Brackets
4c15afa905
Allow multiple replacements on the same func.
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Or, more specifically, hooks. This allows enter and exit on the same
func, which can obviously be useful for debugging.
2015-02-21 15:48:09 -08:00