ppsspp/GPU/Directx9
Unknown W. Brackets 4ea5d165f5 D3D11: Always use accurate depth.
The Direct3D APIs use a "min" and "max" value, and it's required that min
must be less than or equal to max.  If this requirement is not met, the
viewport parameters are not updated.

We forced accurate depth on for NVIDIA and AMD, but this just meant Intel
was still broken and less people were reporting bugs about it.

Although the PSP GE has depth viewport transform, this is not used for
clipping and is not actually the depth range.  The minz and maxz GE
registers are the depth range, and minz must be less than or equal to maxz
for drawing to occur.
2020-04-18 22:34:33 -07:00
..
DepalettizeShaderDX9.cpp GLES: Remove spurious semicolons in shaders. 2018-12-23 20:21:17 -08:00
DepalettizeShaderDX9.h Unify a little bit of depal code. 2017-11-05 10:40:21 +01:00
DrawEngineDX9.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
DrawEngineDX9.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
FramebufferDX9.cpp Gate fewer effects behind "Disable slow framebuffer effects". 2019-02-08 15:02:31 +01:00
FramebufferDX9.h GPU: Clear alpha more consistently from 565. 2018-08-30 21:00:21 -07:00
GPU_DX9.cpp D3D11: Always use accurate depth. 2020-04-18 22:34:33 -07:00
GPU_DX9.h GPU: Use old frame when presenting a skip. 2020-03-01 13:55:28 -08:00
PixelShaderGeneratorDX9.cpp GPU: Apply fog before color test. 2018-09-09 23:59:48 -07:00
PixelShaderGeneratorDX9.h GPU: Use more typesafe shader IDs. 2017-12-02 09:07:27 -08:00
ShaderManagerDX9.cpp GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
ShaderManagerDX9.h GPU: Track HW tess at start of frame too. 2020-04-04 11:52:32 -07:00
StateMappingDX9.cpp GPU: Use consistent buffered rendering state. 2020-04-04 10:51:47 -07:00
StateMappingDX9.h Move all the GL/D3D9 FBO code into thin3d. 2017-02-06 11:40:16 +01:00
StencilBufferDX9.cpp Fix bug in #11681 2018-12-18 17:01:16 +01:00
TextureCacheDX9.cpp D3D9: Correct shader bounds apply. 2018-11-24 10:47:49 -08:00
TextureCacheDX9.h Remove the last remains of the idea that textures can be efficiently updated instead of recreated. Accidentally fixes #10697 somehow. 2018-03-25 10:50:37 +02:00
TextureScalerDX9.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerDX9.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorDX9.cpp GPU: Treat negative light exp same as 0. 2020-03-22 22:28:05 -07:00
VertexShaderGeneratorDX9.h D3D9: Implement vertex range culling. 2018-09-17 07:27:26 -07:00