Henrik Rydgard
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e89a7f0c67
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Update VulkanContext
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2016-03-20 19:26:41 +01:00 |
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Henrik Rydgard
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c64064024d
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Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
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2016-03-20 19:18:35 +01:00 |
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Henrik Rydgard
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c8457d39ed
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Fix a bunch of compiler warnings, delete some unused code
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2016-03-13 15:17:31 +01:00 |
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Unknown W. Brackets
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944a1f380b
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Disable alpha test optimization with logic ops.
We still need to discard the pixels in the case of a logic op, like
invert. Otherwise we will invert the blended pixels too.
See #8632.
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2016-03-12 09:27:18 -08:00 |
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Henrik Rydgard
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58b07e00d7
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Assorted fixes and cleanups.
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2016-03-06 11:46:41 -08:00 |
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Henrik Rydgard
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9d8d810395
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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.
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2016-03-06 11:36:32 -08:00 |
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Unknown W. Brackets
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6b9b00aa16
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Assume DUALSOURCE replace alpha means supported.
We already check supports when generating this value, don't need to check
again when using it.
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2016-03-05 17:18:04 -08:00 |
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Unknown W. Brackets
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8b51bc5b0b
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Fix debugging and depth packing with old depth.
Which means, OpenGL in general right now.
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2016-02-07 22:42:47 -08:00 |
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Unknown W. Brackets
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f1c06d25ea
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Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
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2016-02-06 20:21:14 -08:00 |
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Unknown W. Brackets
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87b75235e7
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Improve depth accuracy a bit in 16-bit slice mode.
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2016-02-06 20:02:18 -08:00 |
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Victor Xie
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dc32805256
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Made commit 0920f6c a little more robust.
Eliminated division-by-zero when depth range is zero.
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2016-02-01 13:17:15 +08:00 |
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Unknown W. Brackets
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c593b7cdfd
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Ignored rendered CLUTs that are in the margins.
Fixes issues with Ridge Racer on some mobile devices.
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2016-01-23 09:02:30 -08:00 |
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Unknown W. Brackets
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e30ab95179
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d3d9: Fix maxSeenV when not known.
And just make the code reused between both. Fixes #8478.
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2016-01-22 18:48:54 -08:00 |
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Unknown W. Brackets
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0443fbebd0
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Add methods to download depth to PSP RAM.
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2016-01-20 22:11:03 -08:00 |
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Unknown W. Brackets
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2916298695
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gedbg: Add scaled 16-bit z support.
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2016-01-20 22:11:02 -08:00 |
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Unknown W. Brackets
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79750ed1ad
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Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
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2016-01-20 22:11:00 -08:00 |
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Henrik Rydgård
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4c8384aa09
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Merge pull request #8461 from unknownbrackets/gpu-depth
Swap depth range to use minz/maxz
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2016-01-20 10:19:51 +01:00 |
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Unknown W. Brackets
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02bf70a2d0
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Where possible, rewrite 5551 stencil ops too.
We can in most cases fix INVERT, and also INCR so INVERT works when we
can't fix it.
Fixes #8422.
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2016-01-19 23:17:58 -08:00 |
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Unknown W. Brackets
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e00c9940e8
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Correct pixel depth rounding.
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2016-01-19 20:19:50 -08:00 |
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Unknown W. Brackets
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5de7d2cf8f
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Oops, correctly center depth.
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2016-01-19 07:51:56 -08:00 |
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Unknown W. Brackets
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6ef97f72d2
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gedbg: Show scaled depth values properly.
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2016-01-19 07:23:06 -08:00 |
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Unknown W. Brackets
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b80c02c272
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Simulate depth clamping.
We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
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2016-01-19 07:12:58 -08:00 |
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Unknown W. Brackets
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0920f6c6eb
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Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
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2016-01-19 07:12:57 -08:00 |
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Henrik Rydgård
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07a16705d8
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Merge pull request #8452 from unknownbrackets/gpu-mpeg
Resize FBOs when video width is larger
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2016-01-19 09:42:13 +01:00 |
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Unknown W. Brackets
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d1b3768e49
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Use a common func everywhere for float depth vals.
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2016-01-18 19:29:45 -08:00 |
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