Unknown W. Brackets
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5360422310
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Defer bind of shader blend copy until after verts.
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2015-09-13 06:52:47 -07:00 |
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Henrik Rydgard
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08b340f423
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More D3D hackery: Take inverted Z in proj matrix into account.
Also, *2 breaks it for no good reason so don't do that.
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2015-08-30 22:45:24 +02:00 |
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Henrik Rydgard
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488c62e534
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This makes slightly more sense than the last commit.
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2015-08-29 20:38:19 +02:00 |
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Henrik Rydgard
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7b0a31ade5
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Adjust D3D depth calculations to get them to match OpenGL as close as I can get it.
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2015-08-29 17:43:09 +02:00 |
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Henrik Rydgard
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1e8a1b801f
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Rename viewportX1/X2 etc to scale + center, which is what they actually are.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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29fc9e81a4
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Use the gstate.getViewport* accessors.
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2015-08-26 15:24:35 +02:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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b5f7d9346f
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Minor cleanups in GPU
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2015-07-29 13:08:02 +02:00 |
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Henrik Rydgard
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95b6b50fd5
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Disable screen rotation in non-buffered rendering (as it won't worK)
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2015-05-12 22:44:18 +02:00 |
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Unknown W. Brackets
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383f894db7
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d3d9: Make blending more like GL's recent changes.
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2015-03-01 10:31:43 -08:00 |
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Unknown W. Brackets
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0fc311a319
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dx9: Compensate for viewport w/h adjustments.
Fixes text in Final Fantasy 4, world map in Star Ocean, etc.
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2014-12-18 22:24:47 -08:00 |
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Henrik Rydgard
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a6eb4c7e73
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Warning fix
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2014-11-25 23:57:11 +01:00 |
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Unknown W. Brackets
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feada0ee65
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Adjust some logging.
Report logic op more correctly, cleanup an incorrect log.
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2014-09-28 15:13:52 -07:00 |
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Unknown W. Brackets
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67a54504c7
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Oops, left the comment in the wrong one.
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2014-09-24 23:11:47 -07:00 |
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Unknown W. Brackets
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d1e992736b
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Simplify the viewport code a bit.
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2014-09-24 23:09:09 -07:00 |
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Unknown W. Brackets
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c88b66b308
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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.
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2014-09-23 21:13:47 -07:00 |
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Unknown W. Brackets
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dc6c88d147
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d3d9: Mask out alpha using KEEP stencil op.
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2014-09-21 12:47:39 -07:00 |
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Unknown W. Brackets
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6618681d05
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d3d9: Oops, can't use shader blending anyway.
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2014-09-21 12:17:16 -07:00 |
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Unknown W. Brackets
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4e50eed85b
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d3d9: Specify tex stage for binding framebuf color.
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2014-09-21 12:11:17 -07:00 |
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Unknown W. Brackets
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856154a5f9
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d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
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2014-09-21 12:01:49 -07:00 |
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Unknown W. Brackets
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4909122660
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d3d: Flip viewport y within the top of the fb.
Fixes issues when the framebuffer is larger than the current render
target.
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2014-09-13 12:37:19 -07:00 |
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Unknown W. Brackets
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36a49917d2
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d3d: Set texture only when enabled.
This allows optimizations that were applied to the cmd flags.
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2014-09-13 11:55:01 -07:00 |
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Unknown W. Brackets
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e6f1ca6582
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d3d: Correct framebuffer sizing issues.
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2014-09-13 10:34:45 -07:00 |
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Unknown W. Brackets
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f770b599d9
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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.
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2014-09-08 22:12:13 -07:00 |
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Unknown W. Brackets
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932a593576
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d3d: Clamp depth viewport to [0, 1] also.
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2014-09-08 21:55:28 -07:00 |
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