Unknown W. Brackets
010a7ac1af
Correct state leakage on shader blend/self render.
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This makes #2917 look right on desktop with blit and logic ops disabled.
2015-11-15 13:12:29 -08:00
Unknown W. Brackets
bf7f07f918
Optimize inverse blending modes, where possible.
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Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00
Unknown W. Brackets
1be77e3893
Fix crash in headless GPU tests/bad settings.
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Really any situation in which sPostShaderName is not exactly "Off", but
said shader doesn't exist. In headless, it was "".
2015-11-14 11:00:10 -08:00
Henrik Rydgard
3acdd4e237
We had two global types called FBO, which is not ok. Fix that.
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This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgard
fadb19acc6
Remove a very minor difference between the backends in state mapping
2015-11-14 09:56:36 +01:00
Unknown W. Brackets
294f09a61f
Call ResetShaderBlending() from ApplyDrawState().
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Cleaner this way.
2015-11-13 23:15:28 -08:00
Unknown W. Brackets
13a09647e2
d3d9: Disable shader blending, not implemented.
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Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Unknown W. Brackets
3b98229c6f
Correct texture preview in D3D9, oops.
2015-11-13 23:10:30 -08:00
Henrik Rydgard
639d56aa27
Remove a few minor differences between the state mapping code in the two backends
2015-11-12 18:11:32 +01:00
Henrik Rydgard
df94914a63
D3D: No need to convert blendcolor to float and back
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Fix bug with constantAlpha
Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard
bcd452179f
Switch D3D over to use ConvertBlendState
2015-11-12 18:11:21 +01:00
Henrik Rydgard
4a71d4cda2
The ConvertBlendState machinery is now pure, so move it out to GPU/Common
2015-11-12 18:11:20 +01:00
Henrik Rydgard
091fb28f55
Extract the glstate.blendcolor call from ConvertBlendState
2015-11-12 18:11:19 +01:00
Henrik Rydgard
71103cb0ca
Make ConvertBlendState into a reasonably pure function with no side effects
2015-11-12 18:11:15 +01:00
Henrik Rydgard
e97d771e0f
Extract blend state mapping into a function.
2015-11-12 15:57:33 +01:00
Henrik Rydgård
ce28ee28f1
Merge pull request #8198 from hrydgard/centralize-viewport-mapping
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Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Henrik Rydgard
e6b39d65d3
Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
2015-11-12 15:26:06 +01:00
Henrik Rydgard
45da00d381
Fix viewport offset in gl non-buffered
2015-11-12 15:22:20 +01:00
Henrik Rydgard
7e3cd987cd
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
2015-11-12 14:47:43 +01:00
Unknown W. Brackets
a821cd3f12
Disable UV range opt. for shader blending FBO.
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Obviously this is unsafe, not sure what I was thinking...
2015-11-09 23:31:34 -08:00
Henrik Rydgard
5a8e86e8ba
Don't mess with vpDepth in through mode. Fixes glitches in Wipeout Pulse.
2015-11-09 21:57:48 +01:00
Henrik Rydgard
5667f34805
Invert proj matrix offset properly in D3D.
2015-11-09 21:21:55 +01:00
Henrik Rydgard
a6ced1d0b4
Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
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D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00
Henrik Rydgard
77f2b0c9e9
Extract the viewport/scissor conversion into a function.
2015-11-09 21:21:54 +01:00
Unknown W. Brackets
43238322ef
Let's try a more limited heuristic.
2015-11-08 09:38:18 -08:00
Unknown W. Brackets
2c0b662484
Report depth test equality checks.
2015-11-08 09:04:12 -08:00
Unknown W. Brackets
ac31c66a60
Fix #8169 , really dumb typos.
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Sorry.
2015-11-04 19:40:53 -08:00
Henrik Rydgard
aac0cd3227
Minor consistency improvement between d3d and opengl code
2015-11-05 00:08:48 +01:00
Henrik Rydgard
5bfcd07b35
Viewport clipping/overage fix
2015-11-04 23:03:14 +01:00
Henrik Rydgard
ffe35f73af
Fix viewport vertical positioning, fixing #8165 . However, God Eater bloom breaks. Why??
2015-11-04 23:03:13 +01:00
Henrik Rydgard
8b3ff8a5b6
Correctly flip matrices in DX9 as well.
2015-11-04 22:37:42 +01:00
Henrik Rydgard
a6d6a68a95
Oops
2015-11-04 22:28:54 +01:00
Henrik Rydgard
f3b0562bd8
Improve viewport terminology a bit. No functional change.
2015-11-04 22:03:29 +01:00
Henrik Rydgård
452ed71e68
Couple of LLVM compiler warnings
2015-11-04 12:46:38 +01:00
Henrik Rydgard
067431b35b
Region is not used in the viewport calculations - remove wrong commented out code
2015-11-04 11:04:47 +01:00
Henrik Rydgard
99e3ee1f71
Add some missing checks in D3D from the last commit.
2015-11-04 10:34:52 +01:00
Henrik Rydgård
8145cc789a
Merge pull request #8163 from unknownbrackets/gpu-minor
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Zero out dst blend factors in 565
2015-11-04 10:07:00 +01:00
Unknown W. Brackets
2b832e7f6c
Zero out dst blend factors in 565.
2015-11-04 00:35:55 -08:00
Henrik Rydgård
606c57d478
Merge pull request #8158 from unknownbrackets/gpu-minor
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Avoid polluting glstate in GetTempFBO()
2015-11-04 09:14:18 +01:00
Unknown W. Brackets
95a5bd62d5
Switch a few other things to use force().
2015-11-03 23:02:02 -08:00
Unknown W. Brackets
5ff3e6a5e7
Avoid polluting glstate in GetTempFBO().
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Since we do this "late", we might overwrite important settings, such as
stencil, color masks, etc.
This affects both depal and fbo shader blending.
Didn't do it for all ClearBuffer()s, since I'm worried some might be
intentionally resetting state.
2015-11-03 22:37:19 -08:00
Unknown W. Brackets
7af7b2bc6d
Add methods to "force" glstate to certain values.
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This way we don't have to use totally different syntax when doing:
glstate.scissorTest.force(false);
// Do stuff that needs scissorTest temporarily off.
glstate.scissorTest.restore();
There's cleaner options maybe but this is a simple first step.
2015-11-03 22:37:05 -08:00
Henrik Rydgard
44be9f2a50
Move Windows GPU init code into Windows/GPU
2015-11-03 23:22:09 +01:00
Unknown W. Brackets
bc0a694ec2
Unbreak depth range test reporting.
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Was broken in 9e18fb7e908a61f3a9b3637ff0fd92ee10ac298b.
2015-11-03 00:14:53 -08:00
Unknown W. Brackets
869260087c
Fix screenshots to be right side up, not crash.
2015-11-02 19:43:36 -08:00
LunaMoo
71a0928d6b
Flip display layout editor coordinates to match #8130:)
2015-11-03 00:28:47 +01:00
Henrik Rydgard
b411fc0455
Postproc: Scale pixel deltas and round off screen position. Fixes #8016
2015-11-02 22:22:48 +01:00
Henrik Rydgard
a1ad278005
unknownbrackets' fixes for last commit
2015-11-02 20:51:40 +01:00
Unknown W. Brackets
3a7edd8cac
Switch viewport overage to the new world of sanity.
2015-11-02 20:11:58 +01:00
Henrik Rydgard
099f62b503
Fix some typos in D3D9 blits (removed parameter).
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Add some missing projection matrix flips (flipped viewport emulation)
Fix issue with DrawPixels in non-buffered in D3D9
2015-11-02 20:11:48 +01:00