Unknown W. Brackets
8e2557bafe
Support render-to-clut, at least in some cases.
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This is pretty much only tested with Brave Story. See #6754 .
There may be other cases which are not handled yet.
2015-11-26 13:31:17 -08:00
Unknown W. Brackets
7bfe100b0f
Fix some unused variable warnings.
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The CheckAlpha one looks like it will matter.
2015-11-25 16:11:53 -08:00
Unknown W. Brackets
c22953a4b9
Treat invalid blend factors as fixed consistently.
2015-11-19 06:48:06 -08:00
Unknown W. Brackets
eb5072bba5
Warning fixes.
2015-11-18 21:56:05 -08:00
Unknown W. Brackets
bf7f07f918
Optimize inverse blending modes, where possible.
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Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00
Henrik Rydgard
3acdd4e237
We had two global types called FBO, which is not ok. Fix that.
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This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgard
fadb19acc6
Remove a very minor difference between the backends in state mapping
2015-11-14 09:56:36 +01:00
Unknown W. Brackets
13a09647e2
d3d9: Disable shader blending, not implemented.
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Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Henrik Rydgard
df94914a63
D3D: No need to convert blendcolor to float and back
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Fix bug with constantAlpha
Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard
4a71d4cda2
The ConvertBlendState machinery is now pure, so move it out to GPU/Common
2015-11-12 18:11:20 +01:00
Henrik Rydgard
091fb28f55
Extract the glstate.blendcolor call from ConvertBlendState
2015-11-12 18:11:19 +01:00
Henrik Rydgard
71103cb0ca
Make ConvertBlendState into a reasonably pure function with no side effects
2015-11-12 18:11:15 +01:00
Henrik Rydgard
e97d771e0f
Extract blend state mapping into a function.
2015-11-12 15:57:33 +01:00
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
aac0cd3227
Minor consistency improvement between d3d and opengl code
2015-11-05 00:08:48 +01:00
Unknown W. Brackets
2b832e7f6c
Zero out dst blend factors in 565.
2015-11-04 00:35:55 -08:00
Unknown W. Brackets
5ff3e6a5e7
Avoid polluting glstate in GetTempFBO().
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Since we do this "late", we might overwrite important settings, such as
stencil, color masks, etc.
This affects both depal and fbo shader blending.
Didn't do it for all ClearBuffer()s, since I'm worried some might be
intentionally resetting state.
2015-11-03 22:37:19 -08:00
LunaMoo
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
Henrik Rydgard
b411fc0455
Postproc: Scale pixel deltas and round off screen position. Fixes #8016
2015-11-02 22:22:48 +01:00
Henrik Rydgard
099f62b503
Fix some typos in D3D9 blits (removed parameter).
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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
6b2862284b
Minor cleanups
2015-11-02 20:09:59 +01:00
Henrik Rydgard
0266211b88
Two wrongs can appently make a right. Remove an inadvertent flip, add flips where we actually need them.
2015-11-02 20:09:24 +01:00
Henrik Rydgard
86bfce4006
Remove more obsolete v-flip support
2015-11-02 20:09:12 +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