Unknown W. Brackets
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c5897a1c5c
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GPU: Cleanup some feature flags usage.
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2017-12-21 18:50:41 -08:00 |
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Unknown W. Brackets
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9c52155d3f
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GPU: Minor cleanup.
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2017-12-02 09:47:59 -08:00 |
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Henrik Rydgård
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6a3d41892a
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Workarounds for issue with "accurate depth". See #9545, #10087
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2017-11-21 12:11:05 +01:00 |
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Henrik Rydgard
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56cd991833
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All: Only recompute the vertex shader ID when dirty
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2017-08-14 11:36:06 +02:00 |
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Henrik Rydgård
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474db602ca
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UWP: Fix screen rotation in non-buffered rendering mode
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2017-03-07 15:32:26 +01:00 |
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Florent Castelli
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70593d1004
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android: Change preprocessor define to standard __ANDROID__
ANDROID is only standard to the old Makefile buildsystem, not the platform.
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2016-10-12 11:14:09 +02:00 |
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Unknown W. Brackets
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f101e2710c
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Avoid a c++11 rule violation.
No default args on lambdas, unfortunately...?
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2016-08-06 20:01:50 -07:00 |
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Unknown W. Brackets
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fed0089c81
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Rewrite 5551 test mask to 0xFF in more cases.
If nothing else, this may improve cacheability or something, since states
will be more regular.
May somehow help PowerVR in #7740?
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2016-05-28 09:11:53 -07:00 |
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Henrik Rydgard
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0b1cfaf751
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Be more economical with UBO pushbuffer space by reusing the last data when possible.
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2016-03-20 19:35:31 +01:00 |
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Henrik Rydgard
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a995dd2ff4
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Get rid of strange offset in Vulkan matrix converter
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2016-03-20 19:31:02 +01:00 |
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Unknown W. Brackets
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944a1f380b
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Disable alpha test optimization with logic ops.
We still need to discard the pixels in the case of a logic op, like
invert. Otherwise we will invert the blended pixels too.
See #8632.
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2016-03-12 09:27:18 -08:00 |
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Henrik Rydgard
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58b07e00d7
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Assorted fixes and cleanups.
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2016-03-06 11:46:41 -08:00 |
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Unknown W. Brackets
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6b9b00aa16
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Assume DUALSOURCE replace alpha means supported.
We already check supports when generating this value, don't need to check
again when using it.
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2016-03-05 17:18:04 -08:00 |
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Unknown W. Brackets
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8b51bc5b0b
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Fix debugging and depth packing with old depth.
Which means, OpenGL in general right now.
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2016-02-07 22:42:47 -08:00 |
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Unknown W. Brackets
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f1c06d25ea
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Switch to old-style depth in OpenGL.
Some devices really aren't handling the new method well. There seem to be
accuracy problems when specifying the values to OpenGL.
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2016-02-06 20:21:14 -08:00 |
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Unknown W. Brackets
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87b75235e7
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Improve depth accuracy a bit in 16-bit slice mode.
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2016-02-06 20:02:18 -08:00 |
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Victor Xie
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dc32805256
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Made commit 0920f6c a little more robust.
Eliminated division-by-zero when depth range is zero.
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2016-02-01 13:17:15 +08:00 |
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Unknown W. Brackets
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79750ed1ad
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Add a config setting to control depth quality.
For those who want 1x PSP like behavior.
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2016-01-20 22:11:00 -08:00 |
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Henrik Rydgård
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4c8384aa09
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Merge pull request #8461 from unknownbrackets/gpu-depth
Swap depth range to use minz/maxz
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2016-01-20 10:19:51 +01:00 |
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Unknown W. Brackets
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02bf70a2d0
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Where possible, rewrite 5551 stencil ops too.
We can in most cases fix INVERT, and also INCR so INVERT works when we
can't fix it.
Fixes #8422.
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2016-01-19 23:17:58 -08:00 |
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Unknown W. Brackets
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e00c9940e8
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Correct pixel depth rounding.
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2016-01-19 20:19:50 -08:00 |
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Unknown W. Brackets
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5de7d2cf8f
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Oops, correctly center depth.
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2016-01-19 07:51:56 -08:00 |
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Unknown W. Brackets
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6ef97f72d2
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gedbg: Show scaled depth values properly.
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2016-01-19 07:23:06 -08:00 |
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Unknown W. Brackets
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b80c02c272
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Simulate depth clamping.
We'll allow extra space in both directions. It's not exactly right, but
it's a fast approximation.
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2016-01-19 07:12:58 -08:00 |
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Unknown W. Brackets
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0920f6c6eb
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Use minz/maxz as the depth range.
This allows values that fall outside the viewport, but still within the
depth range, to be drawn.
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2016-01-19 07:12:57 -08:00 |
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