Unknown W. Brackets
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fd2e302a66
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When possible, replace 5551 stencil with 0xFF.
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2015-12-31 17:16:41 -08:00 |
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Unknown W. Brackets
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e1599821ea
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Split out the 5551 logic to be clearer.
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2015-12-31 17:12:12 -08:00 |
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Unknown W. Brackets
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64a34a6d92
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Handle masking correctly for 5551 stencil rewrite.
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2015-12-31 17:01:08 -08:00 |
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Unknown W. Brackets
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c31a8f860b
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Adjust stencil ops for 5551 and 565 buffers.
This attempts to better approximate the operations that actually happen,
where possible. Expected to help #5278.
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2015-12-31 17:01:03 -08:00 |
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Unknown W. Brackets
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c22953a4b9
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Treat invalid blend factors as fixed consistently.
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2015-11-19 06:48:06 -08:00 |
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Unknown W. Brackets
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eb5072bba5
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Warning fixes.
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2015-11-18 21:56:05 -08:00 |
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Unknown W. Brackets
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bf7f07f918
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Optimize inverse blending modes, where possible.
Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
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2015-11-14 12:37:32 -08:00 |
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Henrik Rydgard
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fadb19acc6
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Remove a very minor difference between the backends in state mapping
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2015-11-14 09:56:36 +01:00 |
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Unknown W. Brackets
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13a09647e2
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d3d9: Disable shader blending, not implemented.
Fixes bad graphics in Ridge Racer, etc.
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2015-11-13 23:11:06 -08:00 |
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Henrik Rydgard
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df94914a63
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D3D: No need to convert blendcolor to float and back
Fix bug with constantAlpha
Remove misleading comment, thanks unknown
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2015-11-12 18:11:23 +01:00 |
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Henrik Rydgard
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4a71d4cda2
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The ConvertBlendState machinery is now pure, so move it out to GPU/Common
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2015-11-12 18:11:20 +01:00 |
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Henrik Rydgard
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a6ced1d0b4
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Move viewport/stencil conversion out into GPUStateUtils.cpp, use it in D3D as well.
D3D bugfixes. Not perfect yet.
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2015-11-09 21:21:54 +01:00 |
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Unknown W. Brackets
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2b832e7f6c
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Zero out dst blend factors in 565.
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2015-11-04 00:35:55 -08:00 |
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Henrik Rydgard
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edafa9bc17
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Centralize the GPU state conversion functions
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2015-10-24 23:49:05 +02:00 |
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