Unknown W. Brackets
2f63f9999d
GPU: Normalize 0 to 1 always in software lighting.
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See #14167 . This seems to be consistent.
2021-02-27 23:51:45 -08:00
Unknown W. Brackets
60b354a661
GPU: Fix safe size checks when rect offscreen.
2021-01-17 19:57:32 -08:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00
Henrik Rydgård
9e41fafd0d
Move math and some file and data conversion files out from native to Common.
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Buildfixing
Move some file util files
Buildfix
Move KeyMap.cpp/h to Core where they belong better.
libretro buildfix attempt
Move ini_file
More buildfixes
2020-10-04 09:12:46 +02:00
Unknown W. Brackets
5ade93a091
GPU: Properly detect clears.
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The check was reversed before, oops. Detected masked draws.
Must've gotten this backwards debugging Mana Khemia.
2020-08-23 08:23:39 -07:00
Henrik Rydgård
d57edfbdac
Rename FramebufferCommon.cpp/h to FramebufferManagerCommon.cpp/h for consistency
2020-08-03 23:17:22 +02:00
Unknown W. Brackets
1432cc9431
GPU: Try a bit harder to determine safe size.
2020-05-23 00:54:22 -07:00
Unknown W. Brackets
ea1f0a1195
Vulkan: Match safe size behavior on all backends.
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Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends. We also never detected
that on PowerVR. This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets
ba566ef26a
GPU: Minor lighting cleanup in software transform.
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In this case, unlitColor is already materialAmbient.
2020-05-08 23:09:24 -07:00
Unknown W. Brackets
ef43ec5f33
GPU: Split up software transform into phases.
2020-05-08 23:09:24 -07:00
Unknown W. Brackets
4d11256807
GPU: Avoid a texture offset change in sw transform.
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If we do it this late, it changes the shader, but that is tricky to handle
for all the backends.
2020-05-07 23:18:51 -07:00
Unknown W. Brackets
48980d8786
GLES: Simplify the framebuf offset detection.
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It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
ad98609819
GPU: Use consistent buffered rendering state.
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The setting can be changed in Qt and Windows between frames, so let's
track the current setting in most places. This is everywhere fbman is
easily accessible.
2020-04-04 10:51:47 -07:00
Henrik Rydgård
118e927b86
GPU: Only GL uses a flipped buffer in non-buffered, reflect that in the SW transform code.
2020-01-26 15:54:51 +01:00
Unknown W. Brackets
c5b844cc98
GPU: Respect stencil write mask on clear.
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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
Unknown W. Brackets
b955ec70c9
GPU: Correct depth clamp range in range cull.
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It was just wrong before, causing wrong culling when using a non-standard
viewport scale/center for depth.
Fixes #11701 , fixes #11781 .
2019-02-10 09:58:01 -08:00
Unknown W. Brackets
cd6783fa0d
GPU: Use provoking normal for lighting with flat.
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This might interact strangely with skinning of texture matrix mapping, but
they're not likely to be used together.
2018-11-22 17:52:14 -08:00
Unknown W. Brackets
b2d60cb807
SoftGPU: Cleanup lighting code a bit.
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Avoid using Length() when Length2() is enough, simplify some things.
2018-11-18 07:28:03 -08:00
Unknown W. Brackets
0c5c776bb9
GPU: Correct shade mapping with 0,0,0 light pos.
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May need to audit more normalize() usage, if it's consistent in other
places.
2018-11-17 18:33:07 -08:00
Unknown W. Brackets
6600896312
GPU: Fix shade mapping in soft transform.
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Was using invalid values when lighting was off.
2018-11-17 18:05:32 -08:00
Unknown W. Brackets
797327eecd
GPU: Handle bad fog params as large signed vals.
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From tests, it seems they're just treated as valid exponents.
Using 65535 since that's the range of depth, can't think of a game using a
larger value for a fog parameter, probably never even this large.
2018-09-10 00:28:02 -07:00
Unknown W. Brackets
dca159c47e
GPU: Correct sw flat shading color on Vulkan/D3D.
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It was only correct on GLES before. This only fixes software transform.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680 .
2018-04-10 12:22:41 +02:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Unknown W. Brackets
f9750dd137
Display: Avoid limiting FPS without a clear.
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A bit of a dirty heuristic to avoid the slowdown in #8538 .
2017-12-26 19:37:40 -08:00