Unknown W. Brackets
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5932cbabc3
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GPU: Avoid stencil emulation if possible.
This reduces use of replaceAlpha, and reduces use of more complicated
blend states. This simplifies fragment shaders a little.
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2018-12-01 14:05:29 -08:00 |
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Unknown W. Brackets
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b7d84926fa
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D3D11: Enable depth clamping.
Uses the same logic as Vulkan, improving #9545 on most D3D11 devices.
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2018-09-18 21:49:17 -07:00 |
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Unknown W. Brackets
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61fc1cdcfb
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GPU: Dirty tex when clearing or rendering to self.
This way if we're blitting, we'll re-blit.
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2018-06-06 05:52:49 -07:00 |
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Unknown W. Brackets
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22f65500f1
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GPU: Fix shader blending recopying.
This at least didn't look horrible like GLEs did, but still looked
odd in Lunar.
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2018-01-27 15:10:17 +01:00 |
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Henrik Rydgård
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b75c8b72c6
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Fix another little inconsistency (two uniforms were merged for bad reasons)
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2017-12-07 21:39:09 +01:00 |
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Unknown W. Brackets
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0dee041002
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D3D11: Change state caches to DenseHashMaps.
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2017-12-02 18:55:02 -08:00 |
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Henrik Rydgård
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50d771961b
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Vulkan: More minor optimization (avoid pipeline cache lookups when possible)
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2017-08-15 16:01:50 +02:00 |
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Henrik Rydgård
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4e7099bf47
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Vulkan: Fix some more state dirtying issues.
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2017-08-15 10:51:44 +02:00 |
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Henrik Rydgård
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5a65334646
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Use dirty-flags more in Vulkan state setting
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2017-08-14 15:14:46 +02:00 |
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Henrik Rydgard
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f01da87ab2
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D3D11: Make better use of the dirty flags to avoid state calls
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2017-08-14 11:36:03 +02:00 |
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Henrik Rydgard
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4e55654522
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Add some missing VIEWPORTSCISSOR dirtying.
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2017-08-14 11:35:11 +02:00 |
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Henrik Rydgard
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1098bf7342
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All: Only convert viewportscissor state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e439055a32
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All: Only convert raster state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e2b179d6e2
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All: Only convert depth stencil state if dirty
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgard
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e4567c694c
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All: Only convert blend state if "dirty"
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2017-08-14 11:14:26 +02:00 |
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Henrik Rydgård
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156bd47155
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D3D11: Don't manually wipe the state keys. Make sure that the keys are properly initialized.
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2017-04-03 17:20:31 +02:00 |
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Henrik Rydgård
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5a8e9c4f71
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Port some accessors over from #9255 to be able to catch these changes and dirty state later.
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2017-04-03 17:04:58 +02:00 |
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Henrik Rydgård
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1faae8b6d6
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Port some other minor changes over from #9255
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2017-04-03 16:47:30 +02:00 |
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Henrik Rydgård
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0903bfb5f5
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More D3D11 reorg
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2017-04-03 16:37:11 +02:00 |
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Henrik Rydgård
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73d762f506
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Reorganize raster state mapping
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2017-04-03 16:37:11 +02:00 |
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Henrik Rydgard
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cffb1d7014
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Reorganize depth-stencil
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2017-04-03 16:37:11 +02:00 |
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Henrik Rydgard
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d581a96d79
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All backends: Reorganize blend state mapping to make dirty-tracking easier
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2017-04-03 16:37:08 +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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Henrik Rydgard
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9d116505cf
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D3D11: Add a large amounts of asserts
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2017-03-05 10:34:44 +01:00 |
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Henrik Rydgard
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480a05d845
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D3D11: Specify DepthClipEnable = TRUE when creating rasterizer states, required on D3D11_level_9. Fixes the Pursuit Force glitch in #9361
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2017-03-05 10:34:28 +01:00 |
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Henrik Rydgard
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89ac1a5c4a
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Minor D3D11 scissor fix
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2017-02-24 12:33:27 +01:00 |
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Henrik Rydgard
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d7238c39e9
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Disable logic ops, the D3D11 debug layer says they don't work anyway..
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2017-02-18 12:17:51 +01:00 |
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Henrik Rydgard
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3713f4e6e6
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D3D11: implement support for logic op blending when available
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2017-02-18 02:14:26 +01:00 |
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Henrik Rydgard
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584650a0c2
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Initial preparations for logic op support
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2017-02-18 01:41:08 +01:00 |
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Henrik Rydgard
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061685678d
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State management fixes. DBZ toon shader effect now works.
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2017-02-17 17:34:21 +01:00 |
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Henrik Rydgard
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e83dd2b524
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Minor cleanup, elimintate some bind ordering hazards that D3D11 warns about
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2017-02-17 14:31:02 +01:00 |
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Henrik Rydgard
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08d173ceee
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Unify ApplyShaderBlending
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2017-02-17 12:21:27 +01:00 |
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Henrik Rydgard
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4538edad14
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Work towards enabling shader blending on D3D11
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2017-02-17 12:21:18 +01:00 |
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Henrik Rydgard
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b51bcd2247
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D3D11 Stencil ref fix, fixes Star Ocean stencil-depth
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2017-02-14 01:54:00 +01:00 |
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Henrik Rydgard
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94860b6636
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Additional D3D11 fixes
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2017-02-13 01:38:52 +01:00 |
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Henrik Rydgård
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6033b1ee05
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D3D11: Some cleanup. Fix backface culling. Wipeout still looks weird...
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2017-02-12 18:29:58 +01:00 |
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Henrik Rydgård
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3b12ac5f05
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D3D11: Stencil and scissor work
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2017-02-12 17:09:53 +01:00 |
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Henrik Rydgård
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abbd6cb1d1
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Fix DrawActiveTexture, now Buffered Rendering is starting to work
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2017-02-12 11:20:55 +01:00 |
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Henrik Rydgard
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7750ee9f7b
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D3D11: Fix reversed colors, stencil improvements
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2017-02-10 11:36:09 +01:00 |
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Henrik Rydgard
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9a6f3ccfad
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D3D11: Fix depth state
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2017-02-10 00:37:56 +01:00 |
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Henrik Rydgard
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aba669c3e6
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D3D11: Cube now visible
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2017-02-10 00:30:42 +01:00 |
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Henrik Rydgard
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f9b840dbfd
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More D3D11 progress
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2017-02-10 00:01:56 +01:00 |
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Henrik Rydgard
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ba95e0f4d9
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Initial stab at porting the DX9 backend to D3D11. Not working yet.
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2017-02-09 13:28:40 +01:00 |
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Henrik Rydgard
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175b97ef34
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Start stubbing out a new D3D11 backend
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2017-02-08 17:35:41 +01:00 |
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