Commit Graph

18 Commits

Author SHA1 Message Date
Unknown W. Brackets
400b8886e6 Use the framebuf->height for offset calculation.
This way if we shrunk the framebuffer, it'll still work.
2015-09-23 23:59:39 -07:00
Henrik Rydgard
9e18fb7e90 Round Z in the vertex shader to match a 16-bit Z buffer.
However this inexplicably does still not solve the Phantasy Star issue!
2015-08-26 15:25:21 +02:00
Henrik Rydgard
53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard
5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00
Unknown W. Brackets
b782165b6a Avoid some division. 2015-05-10 14:39:38 -07:00
Unknown W. Brackets
a090b5853f Process UV rotation even in full transform. 2015-05-10 14:17:20 -07:00
Unknown W. Brackets
39cb74a8d3 Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Peter Tissen
6f2962e0c3 make sure all the counters are increased by the correct value 2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7 don't try to access past the number of vertices when drawing rectangles 2015-02-02 22:08:33 +01:00
Henrik Rydgard
f55e0abc93 Experiment, trying to fix #7336: Make sure that a clear is the very first thing to happen in a frame.
Also a minor warning fix.
2015-01-26 00:25:48 +01:00
Henrik Rydgard
c2500744e1 D3D9 rectangle rendering fix (maxindex) 2015-01-15 23:58:07 +01:00
Unknown W. Brackets
d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
Unknown W. Brackets
5cea64316a Avoid using an offset framebuffer for large tex.
When texturing from the entire 512 height of a framebuffer, we still
should not trigger the offset framebuffer code.  This is expected to help
Danball Senki BOOST but not break Breath of Fire 3.
2015-01-06 20:57:19 -08:00
Unknown W. Brackets
06e9d7680a Handle a case of 480x360 framebuffers.
Region and scissor are 480x360, but viewport is just default (also,
throughmode is on.)  We could add more checks, but just the height being a
bit higher is already unusual, so should be relatively safe.

Fixes #7277.
2015-01-06 00:02:05 -08:00
Unknown W. Brackets
eee3ac79f4 Always clamp in ToRGB[A]?().
Before we only clamped with SSE, better to be consistent.  This may also
be slightly faster.
2014-10-31 09:07:54 -07:00
Unknown W. Brackets
bccb8dfb1e d3d: Correct render-to-texture effects.
Was checking the corners wrong.
2014-09-14 09:37:59 -07:00
Unknown W. Brackets
692cc8dbf1 d3d: Support the Breath of Fire 3 hack.
Since framebuffers are not always flipped.
2014-09-14 00:49:40 -07:00
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00