Commit Graph

139 Commits

Author SHA1 Message Date
Unknown W. Brackets
5360422310 Defer bind of shader blend copy until after verts. 2015-09-13 06:52:47 -07:00
Henrik Rydgard
08b340f423 More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
2015-08-30 22:45:24 +02:00
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
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
Henrik Rydgard
d7f4c47c22 Refactor: Even more getting rid of gstate access in the framebuffer manager. 2015-08-05 12:13:14 +02:00
Henrik Rydgard
b5f7d9346f Minor cleanups in GPU 2015-07-29 13:08:02 +02:00
Henrik Rydgard
95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Unknown W. Brackets
383f894db7 d3d9: Make blending more like GL's recent changes. 2015-03-01 10:31:43 -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
a6eb4c7e73 Warning fix 2014-11-25 23:57:11 +01:00
Unknown W. Brackets
feada0ee65 Adjust some logging.
Report logic op more correctly, cleanup an incorrect log.
2014-09-28 15:13:52 -07:00
Unknown W. Brackets
67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets
d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Unknown W. Brackets
c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets
dc6c88d147 d3d9: Mask out alpha using KEEP stencil op. 2014-09-21 12:47:39 -07:00
Unknown W. Brackets
6618681d05 d3d9: Oops, can't use shader blending anyway. 2014-09-21 12:17:16 -07:00
Unknown W. Brackets
4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets
856154a5f9 d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Unknown W. Brackets
4909122660 d3d: Flip viewport y within the top of the fb.
Fixes issues when the framebuffer is larger than the current render
target.
2014-09-13 12:37:19 -07:00
Unknown W. Brackets
36a49917d2 d3d: Set texture only when enabled.
This allows optimizations that were applied to the cmd flags.
2014-09-13 11:55:01 -07:00
Unknown W. Brackets
e6f1ca6582 d3d: Correct framebuffer sizing issues. 2014-09-13 10:34:45 -07:00
Unknown W. Brackets
f770b599d9 d3d: Reset scissor/viewport on fbo bind.
Maybe a better way, the state is forgotten on bind so if we try to set it
again, it'll be ignored.  Fixes map in Star Ocean 1.
2014-09-08 22:12:13 -07:00
Unknown W. Brackets
932a593576 d3d: Clamp depth viewport to [0, 1] also. 2014-09-08 21:55:28 -07:00