Commit graph

11 commits

Author SHA1 Message Date
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ea1f0a1195 Vulkan: Match safe size behavior on all backends.
Before, we would not mark a safe size for some Vulkan clears where depth
was not cleared, deviating from other backends.  We also never detected
that on PowerVR.  This makes things more consistent.
2020-05-23 00:25:39 -07:00
Unknown W. Brackets
ef43ec5f33 GPU: Split up software transform into phases. 2020-05-08 23:09:24 -07:00
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48980d8786 GLES: Simplify the framebuf offset detection.
It's clearly not been understood well as changes were made, so let's dump
a bunch of comments on it.
2020-05-07 23:12:14 -07:00
Unknown W. Brackets
dca159c47e GPU: Correct sw flat shading color on Vulkan/D3D.
It was only correct on GLES before.  This only fixes software transform.
2018-06-06 05:53:50 -07:00
Henrik Rydgård
734d9c494c Fix bug in Vulkan non-buffered where clears could extend outside the frame, since Vulkan clears do not respect scissors. 2017-12-02 11:05:10 +01:00
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8efbcf8d42 Use draws for alpha/stencil only clear in Vulkan. 2016-03-20 19:31:02 +01:00
Henrik Rydgard
5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00
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
Henrik Rydgard
2f569533f3 Fix burnout depth issue by dirtying the proj matrix on viewport change 2014-09-13 14:08:07 +02:00
Henrik Rydgard
19a9c4481f Move GLES' SoftwareTransform to Common 2014-09-13 13:27:42 +02:00