Commit graph

71 commits

Author SHA1 Message Date
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
Henrik Rydgard
3c221a7ebd Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared. 2017-01-23 21:11:39 +01:00
Henrik Rydgard
f139246a78 Switch D3D and Vulkan to 64-bit dirty flags 2017-01-23 17:32:18 +01:00
Henrik Rydgard
bd4436c6eb Centralize EstimatePerVertexCost and Execute_BlockTransferStart 2017-01-23 17:22:17 +01:00
Henrik Rydgard
b0697b62d7 Fix bug in setting certain uniforms in DX9. Fixes #9224 2017-01-21 21:54:42 +01:00
Henrik Rydgard
9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Unknown W. Brackets
a1fbcc3d93 Avoid directly calling osm from Core/GPU code.
This allows UI to handle the message however it wants to, and reduces
cross linkage issues.
2016-05-27 22:05:30 -07:00
Henrik Rydgard
58f77e8f5f Buildfix 2016-04-10 10:55:13 +02:00
Henrik Rydgard
d67b148712 Add math dataconv funcs for packed values. 2016-03-06 11:33:53 -08:00
Unknown W. Brackets
79792a3c38 d3d9: Account for half-pixel z offset. 2016-01-20 22:53:47 -08:00
Unknown W. Brackets
b80c02c272 Simulate depth clamping.
We'll allow extra space in both directions.  It's not exactly right, but
it's a fast approximation.
2016-01-19 07:12:58 -08:00
Unknown W. Brackets
0920f6c6eb Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
2016-01-19 07:12:57 -08:00
Henrik Rydgard
332310c2d6 Remove redundant parameters 2016-01-17 20:33:21 +01:00
Henrik Rydgard
c8b1064d20 GL Cleanup: No longer redundantly store the shader ID inside the shader objects 2016-01-17 20:33:14 +01:00
Unknown W. Brackets
00b57f6a16 Correct clamped depth offset.
Oops, forgot to fix this when I fixed the scale.  It's already for a
[-1, 1] range, and needs to be corrected for accordingly.

Fixes #8425, other depth issues in Phantasy Star Portable 2.
2016-01-16 00:18:25 -08:00
Unknown W. Brackets
7e54368998 Correct depth offset when clamped.
Of course, the scale is already half, so we just need to double for d3d9,
and not double for OpenGL of course.

Our offset is already in [0, 1] so we keep it.
2016-01-03 19:59:35 -08:00
Unknown W. Brackets
529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
18cdf9f352 Remove the depth range hack.
Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Unknown W. Brackets
941988cde4 Correct prescale issues with render-to-texture.
Still need to apply the scaling of the texture coordinates here (or
somewhere, maybe we prescale that as well?  Except it's figured later on
in the process...)
2015-12-20 21:13:43 -08:00
Henrik Rydgard
4b360a571c Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
I hate doing this, but it's not really better off as an option.

See #8171
2015-11-15 23:00:25 +01:00
Henrik Rydgard
5667f34805 Invert proj matrix offset properly in D3D. 2015-11-09 21:21:55 +01:00
Henrik Rydgard
8b3ff8a5b6 Correctly flip matrices in DX9 as well. 2015-11-04 22:37:42 +01:00
Henrik Rydgard
85229efef4 D3D9: Generate shaders directly from shader IDs, just like we do in GL. 2015-10-25 00:34:23 +02:00
Henrik Rydgard
92389a4966 Use a common ShaderId class. Start moving shader ID code to GPU/Common 2015-10-24 23:24:06 +02:00
Henrik Rydgard
08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
Henrik Rydgard
488c62e534 This makes slightly more sense than the last commit. 2015-08-29 20:38:19 +02:00
Henrik Rydgard
7b0a31ade5 Adjust D3D depth calculations to get them to match OpenGL as close as I can get it. 2015-08-29 17:43:09 +02:00
Henrik Rydgard
76eacf32f4 Change the offset to 0.0 2015-08-27 18:02:45 +02:00
Henrik Rydgard
2b7d08e3af Also apply the GT fix in D3D, doh 2015-08-27 18:01:00 +02:00
Henrik Rydgard
bf6aef44cd Oops, didn't finish the D3D code 2015-08-26 17:45:21 +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
The Dax
7104629b24 Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Henrik Rydgard
eaa1f0c23d Port over the fog NaN/inf fixes from OpenGL to Direct3D. Fixes skies in Outrun and probably a few other things 2014-12-22 00:48:16 +01:00
Unknown W. Brackets
8900f17f99 dx9: Correct half-pixel offset.
This fixes the pixel of blank space at the top, and the gpu/commands/basic
test.
2014-12-21 10:37:35 -08:00
Unknown W. Brackets
b9e78dab9c dx9: Small optimization to viewport scaling. 2014-12-21 10:35:04 -08:00
Unknown W. Brackets
0fc311a319 dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Henrik Rydgard
e2d2950865 Add a sanity check for shader linking, active in debug mode 2014-12-14 20:17:29 +01:00
Unknown W. Brackets
d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Unknown W. Brackets
e3d6f19a2e d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
Henrik Rydgard
9bb5bd6fb3 Of course have to update these as well. 2014-09-19 00:39:34 +02:00
Henrik Rydgard
9c625a79a1 DX9: Use 4x3 matrices for bones too. Compact shader constants. 2014-09-18 23:14:53 +02:00
Henrik Rydgard
6304d60b40 Convert 4x4 to 4x3 matrices where possible (except bones) 2014-09-18 23:08:46 +02:00
Unknown W. Brackets
ff3c5075fa d3d: Apply a half pixel offset when rendering.
Makes things a lot sharper, although there still seem to be problems.
This makes it so the viewport aligns with pixel edges rather than centers
at whole integers.
2014-09-13 22:08:43 -07:00
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