Commit graph

21 commits

Author SHA1 Message Date
Unknown W. Brackets
30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Unknown W. Brackets
b955ec70c9 GPU: Correct depth clamp range in range cull.
It was just wrong before, causing wrong culling when using a non-standard
viewport scale/center for depth.

Fixes #11701, fixes #11781.
2019-02-10 09:58:01 -08:00
Unknown W. Brackets
5932cbabc3 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.
2018-12-01 14:05:29 -08:00
Unknown W. Brackets
5ad948df73 Vulkan: Avoid discard when we can blend.
Where possible, replace alpha and color testing with a zero alpha value.

This allows early fragment tests more often, which may help #11227.  It
may also generally help performance on PowerVR devices.
2018-07-27 20:04:36 -07:00
Henrik Rydgard
f5fa238e22 More minor changes to make GPU and native build on UWP later 2017-02-24 20:26:38 +01:00
Henrik Rydgård
674937a520 Extend some enums with potentially useful values 2016-12-27 11:59:12 +01:00
Unknown W. Brackets
e00c9940e8 Correct pixel depth rounding. 2016-01-19 20:19:50 -08:00
Unknown W. Brackets
6ef97f72d2 gedbg: Show scaled depth values properly. 2016-01-19 07:23:06 -08:00
Unknown W. Brackets
d1b3768e49 Use a common func everywhere for float depth vals. 2016-01-18 19:29:45 -08:00
Unknown W. Brackets
529abd7db4 Correct clamped depth range from [0, 65535].
This changes a few things:
 * All backends clamp the depth range and keep it positive.
 * The depth rounding uniform is now properly dirtied.
 * Projection is updated to translate and scale appropriately.
 * Depth rounding is halved on OpenGL to account for [-1, 1] range.

Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
c31a8f860b Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible.  Expected to help #5278.
2015-12-31 17:01:03 -08:00
Unknown W. Brackets
13a09647e2 d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
2015-11-13 23:11:06 -08:00
Henrik Rydgard
df94914a63 D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha

Remove misleading comment, thanks unknown
2015-11-12 18:11:23 +01:00
Henrik Rydgard
4a71d4cda2 The ConvertBlendState machinery is now pure, so move it out to GPU/Common 2015-11-12 18:11:20 +01:00
Henrik Rydgard
091fb28f55 Extract the glstate.blendcolor call from ConvertBlendState 2015-11-12 18:11:19 +01:00
Henrik Rydgard
71103cb0ca Make ConvertBlendState into a reasonably pure function with no side effects 2015-11-12 18:11:15 +01:00
Henrik Rydgard
e97d771e0f Extract blend state mapping into a function. 2015-11-12 15:57:33 +01:00
Henrik Rydgard
a6ced1d0b4 Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
2015-11-09 21:21:54 +01:00
Unknown W. Brackets
2b832e7f6c Zero out dst blend factors in 565. 2015-11-04 00:35:55 -08:00
Henrik Rydgard
edafa9bc17 Centralize the GPU state conversion functions 2015-10-24 23:49:05 +02:00
Unknown W. Brackets
e1df8fc45f Centralize sampling params and test optimizations. 2015-09-13 06:38:07 -07:00