Henrik Rydgård
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ce16547854
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GL render manager: Fix bug when setting texture sampler if the wrong GL texture slot is active. Will likely help #10583
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2018-02-07 19:49:58 +01:00 |
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Henrik Rydgård
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c21b02a22d
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gl-render-manager: Use properly scaled scissor rectangle, oops. Fixes higher resolutions.
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2018-01-31 19:36:32 +01:00 |
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Unknown W. Brackets
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e280cbbc3c
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GLES: Correct shader blending.
Lunar's spell effects were blending completely wrong, and are a good
example of shader blending. This fixes them.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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2740f74cc4
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GLES: Add TODO note for shader blend texture.
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2018-01-27 15:10:17 +01:00 |
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Unknown W. Brackets
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38161f3c69
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GLES: Use linear for high-res FBO tex copies.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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4c927c1421
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Reintroduce check for GE_LOGIC_COPY
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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e531a7da43
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gl-render-manager: Implement logic ops
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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d0038775e5
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TODOs and indentations
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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2b12776137
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Remove viewport flipping where it's not needed
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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f99fa02ba7
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Run the depal stuff, seems a bit broken. Add some state filtering.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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7e3e652963
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Fix more gl-render-manager problems
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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51f467a7b3
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Kill off the GL state cache
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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376d92fcc9
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Start messing with the draw engine...
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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9340260802
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Finish the shader manager (almost)
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b75c8b72c6
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Fix another little inconsistency (two uniforms were merged for bad reasons)
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2017-12-07 21:39:09 +01:00 |
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Henrik Rydgard
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1098bf7342
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All: Only convert viewportscissor state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e439055a32
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All: Only convert raster state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e2b179d6e2
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All: Only convert depth stencil state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e4567c694c
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All: Only convert blend state if "dirty"
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgård
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6669fd0879
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Buildfix
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2017-05-26 16:42:38 +02:00 |
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Henrik Rydgård
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1d96ead852
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Remove "Always Depth Write" setting. One step forward for #8171
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2017-05-26 10:23:45 +02:00 |
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Henrik Rydgård
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5a8e9c4f71
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Port some accessors over from #9255 to be able to catch these changes and dirty state later.
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2017-04-03 17:04:58 +02:00 |
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Henrik Rydgård
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73d762f506
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Reorganize raster state mapping
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2017-04-03 16:37:11 +02:00 |
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Henrik Rydgard
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cffb1d7014
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Reorganize depth-stencil
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2017-04-03 16:37:11 +02:00 |
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Henrik Rydgard
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d581a96d79
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All backends: Reorganize blend state mapping to make dirty-tracking easier
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2017-04-03 16:37:08 +02:00 |
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Henrik Rydgard
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5d4700ae7e
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Sprinkle calls to CHECK_GL_ERROR_IF_DEBUG all over the place, disabled by default.
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2017-03-03 14:18:40 +01:00 |
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Henrik Rydgard
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fc1a1a810f
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Fix oversight that could cause crashes with shader blending in GL
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2017-02-18 11:10:47 +01:00 |
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Henrik Rydgard
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e83dd2b524
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Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
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2017-02-17 14:31:02 +01:00 |
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Henrik Rydgard
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08d173ceee
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Unify ApplyShaderBlending
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2017-02-17 12:21:27 +01:00 |
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Henrik Rydgard
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9359922201
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GL: Fix inconsistency with BindFramebufferColor
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2017-02-17 12:13:53 +01:00 |
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Henrik Rydgard
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f1c96c056d
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Move all the GL/D3D9 FBO code into thin3d.
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2017-02-06 11:40:16 +01:00 |
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Henrik Rydgard
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e4cb44c243
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Merge the texture flags into the dirty flags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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c289a2c7bf
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Split TextureChanged into two bools, so we can later convert to dirtyflags
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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b423998c36
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Move uniform dirty-flag to gstate_c, opening up for other uses.
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2017-01-24 18:12:20 +01:00 |
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Henrik Rydgard
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d9acd27126
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Rename GLES files to match the convention the other backends use.
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2017-01-23 17:08:58 +01:00 |
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