Commit graph

21 commits

Author SHA1 Message Date
Henrik Rydgard
099f62b503 Fix some typos in D3D9 blits (removed parameter).
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
Henrik Rydgard
c1db771056 Fix non-through rectangles 2015-11-02 20:08:11 +01:00
Henrik Rydgard
f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
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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
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b782165b6a Avoid some division. 2015-05-10 14:39:38 -07:00
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a090b5853f Process UV rotation even in full transform. 2015-05-10 14:17:20 -07:00
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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
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d663cda2de Transform rects using indices.
Not a hge difference.  Minor cleanup.
2015-01-15 12:26:35 -08:00
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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
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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
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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
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bccb8dfb1e d3d: Correct render-to-texture effects.
Was checking the corners wrong.
2014-09-14 09:37:59 -07:00
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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
Renamed from GPU/GLES/SoftwareTransform.cpp (Browse further)