Henrik Rydgard
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01669cbd92
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Hide the "Internal resolution" etc static display unless FPS counter is on.
Seems fairly related and I don't want to add more options.
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2015-11-27 00:17:14 +01:00 |
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Unknown W. Brackets
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1339f6b1f3
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Report formats on usage of rendered clut.
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2015-11-26 14:31:46 -08:00 |
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Unknown W. Brackets
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3965cba187
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Disable clut render for now as a "slow effect".
Also, add reporting.
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2015-11-26 13:42:18 -08:00 |
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Unknown W. Brackets
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8e2557bafe
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Support render-to-clut, at least in some cases.
This is pretty much only tested with Brave Story. See #6754.
There may be other cases which are not handled yet.
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2015-11-26 13:31:17 -08:00 |
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Unknown W. Brackets
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c22953a4b9
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Treat invalid blend factors as fixed consistently.
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2015-11-19 06:48:06 -08:00 |
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Henrik Rydgard
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e3d2c65ba0
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D3D fixes
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2015-11-18 12:25:54 +01:00 |
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Henrik Rydgård
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5b21c1aa39
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Merge pull request #8174 from hrydgard/remove-option-depthrangehack
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
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2015-11-15 23:05:20 +01:00 |
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Henrik Rydgard
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4b360a571c
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Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
I hate doing this, but it's not really better off as an option.
See #8171
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2015-11-15 23:00:25 +01:00 |
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Unknown W. Brackets
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bf7f07f918
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Optimize inverse blending modes, where possible.
Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
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2015-11-14 12:37:32 -08:00 |
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Henrik Rydgard
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3acdd4e237
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We had two global types called FBO, which is not ok. Fix that.
This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
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2015-11-14 13:24:51 +01:00 |
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Henrik Rydgard
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fadb19acc6
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Remove a very minor difference between the backends in state mapping
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2015-11-14 09:56:36 +01:00 |
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Unknown W. Brackets
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294f09a61f
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Call ResetShaderBlending() from ApplyDrawState().
Cleaner this way.
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2015-11-13 23:15:28 -08:00 |
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Unknown W. Brackets
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13a09647e2
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d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
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2015-11-13 23:11:06 -08:00 |
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Unknown W. Brackets
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3b98229c6f
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Correct texture preview in D3D9, oops.
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2015-11-13 23:10:30 -08:00 |
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Henrik Rydgard
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639d56aa27
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Remove a few minor differences between the state mapping code in the two backends
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2015-11-12 18:11:32 +01:00 |
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Henrik Rydgard
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df94914a63
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D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha
Remove misleading comment, thanks unknown
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2015-11-12 18:11:23 +01:00 |
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Henrik Rydgard
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bcd452179f
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Switch D3D over to use ConvertBlendState
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2015-11-12 18:11:21 +01:00 |
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Henrik Rydgård
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ce28ee28f1
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Merge pull request #8198 from hrydgard/centralize-viewport-mapping
Centralize viewport mapping
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2015-11-12 15:27:31 +01:00 |
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Henrik Rydgard
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e6b39d65d3
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Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
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2015-11-12 15:26:06 +01:00 |
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Henrik Rydgard
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7e3cd987cd
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Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
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2015-11-12 14:47:43 +01:00 |
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Unknown W. Brackets
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a821cd3f12
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Disable UV range opt. for shader blending FBO.
Obviously this is unsafe, not sure what I was thinking...
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2015-11-09 23:31:34 -08:00 |
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Henrik Rydgard
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5a8e86e8ba
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Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
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2015-11-09 21:57:48 +01:00 |
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Henrik Rydgard
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5667f34805
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Invert proj matrix offset properly in D3D.
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2015-11-09 21:21:55 +01:00 |
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Henrik Rydgard
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a6ced1d0b4
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Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
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2015-11-09 21:21:54 +01:00 |
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Henrik Rydgard
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aac0cd3227
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Minor consistency improvement between d3d and opengl code
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2015-11-05 00:08:48 +01:00 |
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