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 |
|
Unknown W. Brackets
|
8c229e00b4
|
d3d: Begin centralizing framebuffer management.
|
2014-09-09 08:12:42 -07:00 |
|
Unknown W. Brackets
|
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 |
|
Unknown W. Brackets
|
e3d0703bbb
|
d3d: Fix texture scaling.
|
2014-09-09 01:22:11 -07:00 |
|
Unknown W. Brackets
|
02a3ebcb8a
|
d3d: Add vertex full alpha detection.
|
2014-09-09 01:03:08 -07:00 |
|
Unknown W. Brackets
|
9af40cb14f
|
d3d: Update the texture cache to mostly match.
Now we can reduce the differences down.
|
2014-09-09 00:53:01 -07:00 |
|
Unknown W. Brackets
|
1b12ad1b91
|
d3d: Fix a shader warning from sw transform.
|
2014-09-08 22:18:34 -07:00 |
|
Unknown W. Brackets
|
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 |
|
Unknown W. Brackets
|
932a593576
|
d3d: Clamp depth viewport to [0, 1] also.
|
2014-09-08 21:55:28 -07:00 |
|
Unknown W. Brackets
|
cfee8f81e8
|
d3d: Oops, typo in texcache.
|
2014-09-08 21:43:38 -07:00 |
|
Unknown W. Brackets
|
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 |
|
Unknown W. Brackets
|
52c1b37465
|
d3d: Handle texture swizzling in ge preview.
|
2014-09-08 21:25:37 -07:00 |
|
Unknown W. Brackets
|
bc6a67babf
|
d3d: Use unsigned Z in throughmode.
|
2014-09-08 21:06:26 -07:00 |
|
Unknown W. Brackets
|
8aac734547
|
d3d: Correct texcoord scale.
Very obvious in for example LittleBigPlanet.
|
2014-09-08 21:00:46 -07:00 |
|
Unknown W. Brackets
|
b45711ba94
|
d3d: Centralize parts of the texture cache.
Should merge these.
|
2014-09-08 20:55:56 -07:00 |
|
Unknown W. Brackets
|
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 |
|
Unknown W. Brackets
|
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 |
|
Unknown W. Brackets
|
858df90dff
|
d3d: Release shaders and fbos on shutdown.
|
2014-09-07 13:15:39 -07:00 |
|
Unknown W. Brackets
|
34b1d13c29
|
d3d: Release vertex decls on shutdown.
|
2014-09-07 13:07:12 -07:00 |
|
Unknown W. Brackets
|
564ae9f184
|
d3d: Report shader compilation failures.
|
2014-09-07 11:01:19 -07:00 |
|
Unknown W. Brackets
|
4d54cad9bd
|
d3d: Reduce D3DX leaks.
|
2014-09-07 10:38:49 -07:00 |
|