Commit Graph

82 Commits

Author SHA1 Message Date
Henrik Rydgård
b75c8b72c6 Fix another little inconsistency (two uniforms were merged for bad reasons) 2017-12-07 21:39:09 +01:00
Henrik Rydgard
1098bf7342 All: Only convert viewportscissor state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e439055a32 All: Only convert raster state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e2b179d6e2 All: Only convert depth stencil state if dirty 2017-08-14 11:14:26 +02:00
Henrik Rydgard
e4567c694c All: Only convert blend state if "dirty" 2017-08-14 11:14:26 +02:00
Henrik Rydgård
1d96ead852 Remove "Always Depth Write" setting. One step forward for #8171 2017-05-26 10:23:45 +02:00
Henrik Rydgård
5a8e9c4f71 Port some accessors over from #9255 to be able to catch these changes and dirty state later. 2017-04-03 17:04:58 +02:00
Henrik Rydgård
73d762f506 Reorganize raster state mapping 2017-04-03 16:37:11 +02:00
Henrik Rydgard
cffb1d7014 Reorganize depth-stencil 2017-04-03 16:37:11 +02:00
Henrik Rydgard
d581a96d79 All backends: Reorganize blend state mapping to make dirty-tracking easier 2017-04-03 16:37:08 +02:00
Henrik Rydgard
700e533622 Minor D3D9 cleanups 2017-03-02 12:29:23 +01:00
Henrik Rydgard
e83dd2b524 Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about 2017-02-17 14:31:02 +01:00
Henrik Rydgard
08d173ceee Unify ApplyShaderBlending 2017-02-17 12:21:27 +01:00
Henrik Rydgard
41f770d815 Move dx_state into gfx/d3d9_state 2017-02-05 20:54:24 +01:00
Henrik Rydgard
ba52ba8714 Move global.cpp to native/gfx/d3d9_shader.cpp 2017-02-05 20:50:17 +01:00
Henrik Rydgard
f00f7d2fb8 Remove some dependencies on the pD3DDevice globals 2017-02-05 20:36:00 +01:00
Henrik Rydgard
e4cb44c243 Merge the texture flags into the dirty flags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf Split TextureChanged into two bools, so we can later convert to dirtyflags 2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36 Move uniform dirty-flag to gstate_c, opening up for other uses. 2017-01-24 18:12:20 +01:00
Henrik Rydgård
674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Unknown W. Brackets
26809c1d7a Determine alpha test texture after texture.
Because, of course, this reads texture alpha parameters for blending
optimizations.

Fixes #8970.
2016-09-11 11:05:04 -07:00
Henrik Rydgard
e611915a52 Rename some GPU classes and enums to fix some consistency issues between the backends. 2016-04-10 10:21:48 +02:00
Unknown W. Brackets
529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
c31a8f860b Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible.  Expected to help #5278.
2015-12-31 17:01:03 -08:00
Henrik Rydgard
fadb19acc6 Remove a very minor difference between the backends in state mapping 2015-11-14 09:56:36 +01:00