Commit graph

131 commits

Author SHA1 Message Date
Henrik Rydgard
5ee3b534ed More D3D11 improvements 2017-02-10 10:26:18 +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
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915ff42a9a Detect clears even when outside scissor.
Verified that scissor affects clears as well.  This allows a clear to be
detected in Katamari Damacy.
2016-05-19 20:37:29 -07:00
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2461a849f9 Correct some warnings reported by clang. 2016-03-20 23:13:28 -07:00
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f289e8485d Vulkan: Make sure depth==stencil when clearing.
We have to clear both at the same time.  I think it makes sense to
consider this part of the "separate alpha" flag, since alpha has to match
both color and depth.
2016-03-20 19:31:02 +01:00
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8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
Henrik Rydgard
9d8d810395 Clear detection: Don't need to check the even vertices, as the odd vertices are the ones used for color.
This lets us detect and replace cube.elf's clear, and probably others.
2016-03-06 11:36:32 -08:00
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d1b3768e49 Use a common func everywhere for float depth vals. 2016-01-18 19:29:45 -08:00
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7bfe100b0f Fix some unused variable warnings.
The CheckAlpha one looks like it will matter.
2015-11-25 16:11:53 -08:00
Henrik Rydgard
aac0cd3227 Minor consistency improvement between d3d and opengl code 2015-11-05 00:08:48 +01:00
Henrik Rydgard
099f62b503 Fix some typos in D3D9 blits (removed parameter).
Add some missing projection matrix flips (flipped viewport emulation)

Fix issue with DrawPixels in non-buffered in D3D9
2015-11-02 20:11:48 +01:00
Henrik Rydgard
c1db771056 Fix non-through rectangles 2015-11-02 20:08:11 +01:00
Henrik Rydgard
f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
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400b8886e6 Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Henrik Rydgard
9e18fb7e90 Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard
5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00
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b782165b6a Avoid some division. 2015-05-10 14:39:38 -07:00
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a090b5853f Process UV rotation even in full transform. 2015-05-10 14:17:20 -07:00
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39cb74a8d3 Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Peter Tissen
6f2962e0c3 make sure all the counters are increased by the correct value 2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7 don't try to access past the number of vertices when drawing rectangles 2015-02-02 22:08:33 +01:00
Henrik Rydgard
f55e0abc93 Experiment, trying to fix #7336: Make sure that a clear is the very first thing to happen in a frame.
Also a minor warning fix.
2015-01-26 00:25:48 +01:00
Henrik Rydgard
c2500744e1 D3D9 rectangle rendering fix (maxindex) 2015-01-15 23:58:07 +01:00
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d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
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5cea64316a Avoid using an offset framebuffer for large tex.
When texturing from the entire 512 height of a framebuffer, we still
should not trigger the offset framebuffer code.  This is expected to help
Danball Senki BOOST but not break Breath of Fire 3.
2015-01-06 20:57:19 -08:00
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06e9d7680a Handle a case of 480x360 framebuffers.
Region and scissor are 480x360, but viewport is just default (also,
throughmode is on.)  We could add more checks, but just the height being a
bit higher is already unusual, so should be relatively safe.

Fixes #7277.
2015-01-06 00:02:05 -08:00
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eee3ac79f4 Always clamp in ToRGB[A]?().
Before we only clamped with SSE, better to be consistent.  This may also
be slightly faster.
2014-10-31 09:07:54 -07:00
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bccb8dfb1e d3d: Correct render-to-texture effects.
Was checking the corners wrong.
2014-09-14 09:37:59 -07:00
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692cc8dbf1 d3d: Support the Breath of Fire 3 hack.
Since framebuffers are not always flipped.
2014-09-14 00:49:40 -07:00
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00
Renamed from GPU/GLES/SoftwareTransform.cpp (Browse further)