Unknown W. Brackets
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3e77cb1475
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D3D9: Support old-style user clip planes.
This fixes negative Z issues on D3D9 in many cases, such as #14168
and #16574, but only when clip planes are supported.
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2022-12-18 11:04:33 -08:00 |
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Unknown W. Brackets
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a7b7bf7826
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Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
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2022-12-10 21:13:36 -08:00 |
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Henrik Rydgård
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cd0acec3f0
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Crashfix the other backends
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2022-12-02 13:49:28 +01:00 |
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Unknown W. Brackets
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6c36f03a0d
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GPU: Purify vertTypeIsSkinningEnabled().
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2022-11-06 08:40:54 -08:00 |
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Henrik Rydgård
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d3804ec2e5
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Misc multiview hackery
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2022-10-27 11:05:58 +02:00 |
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Henrik Rydgård
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e828df9f25
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Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType).
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2022-09-08 00:32:03 +02:00 |
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Henrik Rydgård
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b84cda2876
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Plumb the computed pipeline state into ComputeFragmentShaderID.
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2022-09-02 22:16:57 +02:00 |
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Henrik Rydgård
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d0cdb360fd
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Remove the DX9 namespace, for consistency with the other backends
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2022-08-16 21:49:16 +02:00 |
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Henrik Rydgård
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08e2d951b4
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State handling reordering in D3D11 and D3D9 backends.
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2022-08-05 23:07:01 +02:00 |
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Henrik Rydgård
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c158414858
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Give the mip bias its own uniform flag.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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fecf9127a0
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Implement 3D texturing in the OpenGL backend too. Assorted fixes.
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2022-07-31 10:43:48 +02:00 |
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Henrik Rydgård
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f87b4cf232
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Implement 3D textures for D3D9 as well
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2022-07-31 10:43:48 +02:00 |
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Unknown W. Brackets
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2479d52202
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Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
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2022-01-30 16:35:33 -08:00 |
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Henrik Rydgård
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3bf6b140c7
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Don't forget to check for bufferedRendering before enabling screen rotation in the shader.
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2021-10-31 13:35:13 +01:00 |
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Unknown W. Brackets
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b87451de92
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GPU: Restore rotation handling in sw transform.
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2021-10-30 18:22:53 -07:00 |
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Unknown W. Brackets
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24011c3754
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GPU: Correct depth handling for guardband.
This culls based on pre-viewport Z and avoids culling based on the clip
range at negative Z.
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2021-10-12 20:34:41 -07:00 |
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Unknown W. Brackets
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e85a8b0f5b
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Global: Cleanup class init order warnings.
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2021-02-15 11:59:45 -08:00 |
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Unknown W. Brackets
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a73c15babc
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GPU: Correct shader gen with weights as floats.
For now, this supports the option. We should probably just move to
everything being floats, but we already prefer software skinning.
Fixes #13903.
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2021-01-10 08:52:28 -08:00 |
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Henrik Rydgård
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7de7680416
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Apple driver bug workaround. See issue #13451
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2020-12-16 14:39:08 +01:00 |
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Henrik Rydgård
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f3ebd6553d
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Turn off vertex range culling in bezier/spline calls.
When we do lower res tess than the real PSP, we cant trust the game to not cause range culling to kick in.
Fixes #11692
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2020-12-13 16:04:16 +01:00 |
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Henrik Rydgård
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7a690f177e
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Move shader language feature detection to the draw context.
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2020-11-06 09:11:57 +01:00 |
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Henrik Rydgård
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f4ea3ccf22
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Move the generic vertex shader generator into GPU/Common and rename it.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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be837912e1
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Delete the HLSL shader generator, switch to the newly generic one.
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2020-11-01 19:58:54 +01:00 |
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Henrik Rydgård
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fb785f5f0d
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Fix an old inconsistency between D3D9 and D3D11 projection matrices.
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2020-11-01 11:35:46 +01:00 |
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Henrik Rydgård
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0b1b36921e
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Move the now-renamed fragment shader generator to GPU/Common.
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2020-10-31 19:03:14 +01:00 |
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