Commit Graph

1384 Commits

Author SHA1 Message Date
Unknown W. Brackets
c5b844cc98 GPU: Respect stencil write mask on clear.
Actually identified this for the softgpu in #11319, but applying it for
RGBA is a problem in most renderers.  Forgot to at least apply it to
stencil.

Fixes #11901.
2019-03-16 19:42:18 -07:00
Henrik Rydgård
8e7da3fef4 Disable vertex range culling when the depthrange hack is enabled. Temporary workaround for #11576. 2019-02-26 16:07:11 +01:00
Henrik Rydgard
5aed2a2cee Gate fewer effects behind "Disable slow framebuffer effects". 2019-02-08 15:02:31 +01:00
Henrik Rydgard
9736bc431a The block transfer setting should not affect clearing memory behind a render target, especially since that's already gated behind a compat flag. 2019-02-08 14:46:16 +01:00
Henrik Rydgård
8af523596f Disable vertex range culling on old NVIDIA. Should help #11638 2019-02-06 22:44:02 +01:00
Henrik Rydgård
8e17caf351 Merge pull request #11694 from unknownbrackets/draw-bugs
Vulkan: Limit stencil workaround to Adreno 5xx
2018-12-26 20:46:09 +01:00
Unknown W. Brackets
7ad6270623 GLES: Remove spurious semicolons in shaders.
Were causing compile errors on some devices.
2018-12-23 20:21:17 -08:00
Unknown W. Brackets
f8ce9b08ba Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
Unknown W. Brackets
1f594f3fb5 GPU: Track draw in shader manager.
With device restore etc. everywhere.
2018-12-23 12:55:37 -08:00
Henrik Rydgård
9fd8d3b911 Fix bug in #11681 2018-12-18 17:01:16 +01:00
Henrik Rydgård
a2cc2b39ca Additional raw string shaders 2018-12-18 10:42:29 +01:00
Henrik Rydgård
de4dec2a80 Use raw strings for more shaders 2018-12-18 10:37:45 +01:00
Henrik Rydgard
3f8aec5147 Remove the "Disable stencil test" hack. Doesn't seem to serve much purpose anymore. 2018-12-14 13:54:03 +01:00
Unknown W. Brackets
5932cbabc3 GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states.  This simplifies fragment shaders a little.
2018-12-01 14:05:29 -08:00
Unknown W. Brackets
fd97d82c71 D3D9: Correct shader bounds apply.
Also, use triangle strip like D3D11.
2018-11-24 10:47:49 -08:00
Unknown W. Brackets
d9510f8824 D3D11: Allow shader blend to self.
It was forcing from black before.  See #9616.
2018-11-24 10:19:28 -08:00
Henrik Rydgård
c789c34274 Merge pull request #11575 from unknownbrackets/texture-self
GLES: Fix render-to-self detection
2018-11-22 20:05:16 +01:00
Unknown W. Brackets
87085d18f0 GLES: Fix render-to-self detection.
Was broken by the recent fb_address changes, so match Vulkan and D3D11
for consistency.
2018-11-22 09:26:12 -08:00
Unknown W. Brackets
1c19bce514 GPU: Correct specular exponent zero. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
4816bfc1a6 GPU: Skip specular on negative diffuse factor.
This is correct per hardware tests, see #8403.  Note that the PS3 emulator
running PSP HD remasters does not correctly handle this, and applies
specular for negative diffuse factor.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
6e46d6c0f9 GPU: Correct powered diffuse with exp=0.
Just to ensure negative factors are handled too, as they are on hardware.
2018-11-22 08:53:25 -08:00
Unknown W. Brackets
1cec9f5ea1 GPU: Handle spot light with 0 exp or length. 2018-11-22 08:53:25 -08:00
Unknown W. Brackets
9a4cd5bd9d GPU: Skip specular on powered diffuse.
Matches hardware tests and improves lighting for Virtua Tennis, see #4140.
2018-11-22 07:59:56 -08:00
Unknown W. Brackets
0c5c776bb9 GPU: Correct shade mapping with 0,0,0 light pos.
May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Henrik Rydgård
b17fc67c45 Get rid of MaskedEqual 2018-11-12 08:19:19 +01:00