Henrik Rydgard
488c62e534
This makes slightly more sense than the last commit.
2015-08-29 20:38:19 +02:00
Henrik Rydgard
7b0a31ade5
Adjust D3D depth calculations to get them to match OpenGL as close as I can get it.
2015-08-29 17:43:09 +02:00
Henrik Rydgard
76eacf32f4
Change the offset to 0.0
2015-08-27 18:02:45 +02:00
Henrik Rydgard
2b7d08e3af
Also apply the GT fix in D3D, doh
2015-08-27 18:01:00 +02:00
Henrik Rydgard
bf6aef44cd
Oops, didn't finish the D3D code
2015-08-26 17:45:21 +02:00
Henrik Rydgard
1e8a1b801f
Rename viewportX1/X2 etc to scale + center, which is what they actually are.
2015-08-26 15:24:35 +02:00
Henrik Rydgard
29fc9e81a4
Use the gstate.getViewport* accessors.
2015-08-26 15:24:35 +02:00
The Dax
7104629b24
Add the Phantasy Star Portable 2 depth range hack to Direct3D9 as well.
...
It seems to work fine for me..
2015-02-23 04:42:04 -05:00
Henrik Rydgard
eaa1f0c23d
Port over the fog NaN/inf fixes from OpenGL to Direct3D. Fixes skies in Outrun and probably a few other things
2014-12-22 00:48:16 +01:00
Unknown W. Brackets
8900f17f99
dx9: Correct half-pixel offset.
...
This fixes the pixel of blank space at the top, and the gpu/commands/basic
test.
2014-12-21 10:37:35 -08:00
Unknown W. Brackets
b9e78dab9c
dx9: Small optimization to viewport scaling.
2014-12-21 10:35:04 -08:00
Unknown W. Brackets
0fc311a319
dx9: Compensate for viewport w/h adjustments.
...
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
2014-12-18 22:24:47 -08:00
Henrik Rydgard
e2d2950865
Add a sanity check for shader linking, active in debug mode
2014-12-14 20:17:29 +01:00
Unknown W. Brackets
d1e992736b
Simplify the viewport code a bit.
2014-09-24 23:09:09 -07:00
Unknown W. Brackets
e3d6f19a2e
d3d9: Update some not-yet-used ps uniforms.
2014-09-21 10:41:44 -07:00
Henrik Rydgard
9bb5bd6fb3
Of course have to update these as well.
2014-09-19 00:39:34 +02:00
Henrik Rydgard
9c625a79a1
DX9: Use 4x3 matrices for bones too. Compact shader constants.
2014-09-18 23:14:53 +02:00
Henrik Rydgard
6304d60b40
Convert 4x4 to 4x3 matrices where possible (except bones)
2014-09-18 23:08:46 +02:00
Unknown W. Brackets
ff3c5075fa
d3d: Apply a half pixel offset when rendering.
...
Makes things a lot sharper, although there still seem to be problems.
This makes it so the viewport aligns with pixel edges rather than centers
at whole integers.
2014-09-13 22:08:43 -07:00
Henrik Rydgard
7b66059ae0
D3D: Assorted cleanup. Add a missing register specification.
2014-09-10 15:20:57 +02:00
Henrik Rydgard
163f81e5be
DX9: "Linked" shaders are now pointless, so remove them.
2014-09-10 14:07:30 +02:00
Henrik Rydgard
0dc6150a2e
DX9: Not much point in tracking dirtiness per shader now that all constants are shared.
2014-09-10 13:57:19 +02:00
Henrik Rydgard
8bca420c0a
Some renaming
2014-09-10 13:48:55 +02:00
Henrik Rydgard
bf7a4f9097
D3D: Use fixed constant registers for vertex shaders too.
2014-09-10 13:43:35 +02:00
Henrik Rydgard
d2d563cd2c
D3D: Use fixed constant registers for pixel shader constants
2014-09-10 12:59:33 +02:00