Henrik Rydgard
ef0ae77e98
D3D: some cleanup and a crashfix on shutdown
2014-09-09 00:29:01 +02:00
Henrik Rydgard
0a74243b61
Remove lying comment
2014-09-08 23:14:33 +02:00
Henrik Rydgard
01a1438dce
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 23:10:23 +02:00
Unknown W. Brackets
9ce5c49978
d3d: Add basic stencil mask handling.
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Mostly so we have it in dxstate, will probably reorganize stuff later.
2014-08-30 11:18:18 -07:00
Unknown W. Brackets
4e5778d714
d3d: Correctly disable stencil testing.
2014-08-28 01:21:29 -07:00
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2448386e8a
d3d: Specify clamping incr/decr of stencil.
2014-08-26 00:23:34 -07:00
Ced2911
d4adc3abb8
[dx9] don't do alpha test in pixel shader, use state mapping
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hrydgard: Cleaned up a bit, disabled by default
Conflicts:
GPU/Directx9/TextureCacheDX9.cpp
2014-08-24 09:52:34 +02:00
Henrik Rydgard
1556234825
Bit more d3d stuff. Can't get depth right, pretty sure it's the projection matrix calc.
2014-08-23 01:52:46 +02:00
Henrik Rydgard
a758917919
D3d cleanups and improvements
2014-08-22 22:16:46 +02:00
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4c1c694d4b
Use flags to avoid hashing textures when unchanged.
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If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.
Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
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1ce6bf399a
Buildfix for 32-bit x86, arg.
2014-03-17 21:52:45 -07:00
raven02
2e7609b084
Cleanup ClearmodeDepthMask
2013-12-10 20:48:20 +08:00
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f55b6a0dbc
Put the DirectX9 stuff into a namespace.
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This makes it almost build on Windows, but not quite. Some required files
excluded from build, still.
2013-09-15 08:56:12 -07:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00