Commit Graph

1384 Commits

Author SHA1 Message Date
Henrik Rydgard
422ae62b63 D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
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8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
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d59aa06a3b d3d: Improve GE debugger with render-to-tex.
Also fix a crash in oddly sized framebuffers.
2014-09-09 01:42:21 -07:00
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e3d0703bbb d3d: Fix texture scaling. 2014-09-09 01:22:11 -07:00
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02a3ebcb8a d3d: Add vertex full alpha detection. 2014-09-09 01:03:08 -07:00
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9af40cb14f d3d: Update the texture cache to mostly match.
Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
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1b12ad1b91 d3d: Fix a shader warning from sw transform. 2014-09-08 22:18:34 -07:00
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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
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932a593576 d3d: Clamp depth viewport to [0, 1] also. 2014-09-08 21:55:28 -07:00
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cfee8f81e8 d3d: Oops, typo in texcache. 2014-09-08 21:43:38 -07:00
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030a9d55e7 d3d: Use unnormalized values for alpha testing.
Fixes Tales of Eternia's world map, Popolocrois everwhere, etc.

If PowerVR is using this method on GLES, it may be broken for the same
reasons.
2014-09-08 21:37:25 -07:00
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52c1b37465 d3d: Handle texture swizzling in ge preview. 2014-09-08 21:25:37 -07:00
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bc6a67babf d3d: Use unsigned Z in throughmode. 2014-09-08 21:06:26 -07:00
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8aac734547 d3d: Correct texcoord scale.
Very obvious in for example LittleBigPlanet.
2014-09-08 21:00:46 -07:00
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b45711ba94 d3d: Centralize parts of the texture cache.
Should merge these.
2014-09-08 20:55:56 -07:00
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375e102647 d3d: Fix some shader issues with tex projection. 2014-09-08 19:33:12 -07:00
Henrik Rydgard
aaa0180114 D3D: Always decode U16 coords to floats as there's no good corresponding vertex format that works on all GPUs.
Fixes Burnout and probably many more games.
2014-09-09 00:42:12 +02:00
Henrik Rydgard
ef0ae77e98 D3D: some cleanup and a crashfix on shutdown 2014-09-09 00:29:01 +02:00
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923c535deb Merge pull request #6861 from hrydgard/depth-d3d
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 14:17:19 -07:00
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
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858df90dff d3d: Release shaders and fbos on shutdown. 2014-09-07 13:15:39 -07:00
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34b1d13c29 d3d: Release vertex decls on shutdown. 2014-09-07 13:07:12 -07:00
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564ae9f184 d3d: Report shader compilation failures. 2014-09-07 11:01:19 -07:00
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4d54cad9bd d3d: Reduce D3DX leaks. 2014-09-07 10:38:49 -07:00