3033 Commits

Author SHA1 Message Date
Unknown W. Brackets
67a54504c7 Oops, left the comment in the wrong one. 2014-09-24 23:11:47 -07:00
Unknown W. Brackets
cee2827172 Normalize newlines, no code changes.
We really shouldn't let mixed newlines creep into the codebase.
They're annoying.
2014-09-24 23:10:13 -07:00
Unknown W. Brackets
d1e992736b Simplify the viewport code a bit. 2014-09-24 23:09:09 -07:00
Henrik Rydgård
abb294ff7d Merge pull request #6940 from unknownbrackets/blend-logicop
d3d9: Emulate some logic ops with blending
2014-09-24 09:30:58 +02:00
Unknown W. Brackets
81592e9cf5 gles: Avoid pow(<= 0, 0) entirely, undefined.
Should work on more driver versions.  Fixes #6941.
2014-09-23 23:59:32 -07:00
Unknown W. Brackets
c88b66b308 d3d9: Emulate some logic ops with blending.
This makes Brave Story's intro visible.  Also add for GLES2/GLES3, but
doesn't seem to work on GLES2.
2014-09-23 21:13:47 -07:00
Unknown W. Brackets
199e6bcd3b Avoid crashing when calling an invalid address.
We already have a check, let's use it properly.
2014-09-23 08:31:29 -07:00
Unknown W. Brackets
9bcffc5b4d Fix divide by zero in memcpy checks.
Happened in Resistance demo.
2014-09-21 21:36:26 -07:00
Henrik Rydgård
b9d3443e1b Merge pull request #6931 from CPkmn/patch-6
D3D9 Get maxAnisotropyLevel from device caps
2014-09-21 22:31:31 +02:00
Unknown W. Brackets
dc6c88d147 d3d9: Mask out alpha using KEEP stencil op. 2014-09-21 12:47:39 -07:00
Unknown W. Brackets
6618681d05 d3d9: Oops, can't use shader blending anyway. 2014-09-21 12:17:16 -07:00
Unknown W. Brackets
4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Henrik Rydgard
718d7e291f d3d9: Add BindFramebufferColor(). 2014-09-21 12:05:29 -07:00
Unknown W. Brackets
856154a5f9 d3d9: Replace alpha and premultiply blend.
Unfortunately they are fairly tied together.
2014-09-21 12:01:49 -07:00
Unknown W. Brackets
6e34fe1c4b d3d9: Fix fbo tex clamp (usually shadows.) 2014-09-21 11:07:02 -07:00
Unknown W. Brackets
ccb6e99e07 d3d9: Disable color doubling without tex.
As the PSP does.
2014-09-21 10:58:21 -07:00
Unknown W. Brackets
8bf13d4214 d3d9: Add stencil and blend replacement helpers. 2014-09-21 10:56:54 -07:00
Unknown W. Brackets
e3d6f19a2e d3d9: Update some not-yet-used ps uniforms. 2014-09-21 10:41:44 -07:00
Unknown W. Brackets
9355322824 d3d9: Fix shader compile error X3014. 2014-09-21 09:05:47 -07:00
Unknown W. Brackets
4210ba44eb Clean up a few more ImmPtr() cases. 2014-09-21 08:34:27 -07:00
Unknown W. Brackets
a62f88d1f8 d3d9: Oops, don't need this, no prescale.
Hmm, trying to reduce differences, though...
2014-09-21 00:09:38 -07:00
Unknown W. Brackets
77b2da7345 d3d9: Update some areas of the pix shader.
Will eventually want this to have the clamping etc.
2014-09-21 00:07:07 -07:00
Unknown W. Brackets
6f38c21ccc d3d9: Make the vertex shaders more similar. 2014-09-20 23:55:48 -07:00
CPkmn
d0b225df7c D3D9 Get maxAnisotropyLevel from device caps 2014-09-20 22:39:01 -07:00
Henrik Rydgard
34f7b90c1d DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Unknown W. Brackets
6d08b363c2 d3d9: Use a half-pixel offset when drawing a tex.
Fixes half pixel offset issues (center of pixels is 0,0 in d3d9, but
texels are at 0.5/w,0.5/h.)
2014-09-20 08:30:30 -07:00
Unknown W. Brackets
8d4a642787 Merge pull request #6925 from hrydgard/d3d9-matrixopt
D3D9 - use 4x3 matrices where possible
2014-09-20 08:26:42 -07:00
Henrik Rydgard
98337c68f3 DX9: fix type in texture filter selection 2014-09-20 14:06:02 +02:00
Henrik Rydgard
e04b67dad4 When aniso filtering is enabled, force it on for min filtering but not for mag filtering. 2014-09-20 13:04:32 +02:00
Henrik Rydgard
f416978013 DX9: Support anisotropic filtering. Fixes #6929 2014-09-20 10:32:43 +02:00
Henrik Rydgard
9bb5bd6fb3 Of course have to update these as well. 2014-09-19 00:39:34 +02:00
Henrik Rydgard
9c625a79a1 DX9: Use 4x3 matrices for bones too. Compact shader constants. 2014-09-18 23:14:53 +02:00
Henrik Rydgard
6304d60b40 Convert 4x4 to 4x3 matrices where possible (except bones) 2014-09-18 23:08:46 +02:00
Henrik Rydgård
23ade6108d Merge pull request #6917 from unknownbrackets/vertexjit
Add x86 weight ToFloat handling for d3d9
2014-09-18 17:48:22 +02:00
Unknown W. Brackets
967df9c018 vertexjit: Use SSE4 in tc u8/u16 code.
It's not much different for non-SSE 4, might as well be common.
2014-09-17 23:15:24 -07:00
Unknown W. Brackets
5276487611 vertexjit: Use SSE for all weights, u8/u16. 2014-09-17 23:14:36 -07:00
Henrik Rydgard
07c7687052 More code deduplication. Also normalized some line endings. 2014-09-18 00:45:11 +02:00
Henrik Rydgard
6c313385ab Reduce the diff between the two draw engines 2014-09-18 00:40:25 +02:00
Henrik Rydgard
9755f6ba49 Really set maxindex correctly.. 2014-09-17 23:28:46 +02:00
Henrik Rydgard
decdfadabc DX9: Specify max index correctly 2014-09-17 22:06:34 +02:00
Henrik Rydgard
e07d836d7c D3D: Specify maxindex correctly in DrawIndexedPrimitive 2014-09-17 22:04:10 +02:00
Henrik Rydgard
60c8cdec39 Clean up some indentation 2014-09-17 22:03:44 +02:00
Henrik Rydgard
5e2c30c640 Move GetCurrentSimpleVertices to DrawEngineCommon 2014-09-17 21:37:53 +02:00
Henrik Rydgard
cef5f5be40 Fix DX9 bbox crash (DrawEngine::decoded wasn't initialized, because it also existed in the DX9 draw engine) 2014-09-17 21:31:22 +02:00
Unknown W. Brackets
4c1061ff4a vertexjit: Optimize the d3d9 weights a bit.
Only used without skinning on, or with morph, of course.
2014-09-17 08:39:56 -07:00
Unknown W. Brackets
062bcceeee Oops, forgot to multiply. 2014-09-17 08:27:44 -07:00
Unknown W. Brackets
f426be59b4 vertexjit: Initial u8/u16 weights for d3d9. 2014-09-16 23:28:35 -07:00
Unknown W. Brackets
37f90597e3 vertexjit: Optimize u8/u16 weights a little.
Only for uncommon values.
2014-09-16 23:28:28 -07:00
Unknown W. Brackets
94c865b0ab d3d: Fix auto texture scaling.
Fixes #6913.
2014-09-15 07:09:25 -07:00
Unknown W. Brackets
01bdb6e160 Cleanup some minor vertex cache stuff. 2014-09-15 07:08:55 -07:00