Use the actual PVR2 dithering kernel (standard 4x4 Bayer matrix) used on
real hardware.
Fixes the screen melt effect of Doom64 (per-pixel only).
Issue #1939
Using src=OTHER_COLOR with destination secondary accumulator should use
the secondary accumulator color, not the final one.
Fixes dark gun in Doom 64 with Ultra graphics (bump mapping).
Issue #1771
Modifier volumes should also be clipped when needed.
Implement outside clipping for non-OIT renderers.
OIT renderers are less affected since the shadowed polys themselves are
usually also clipped after shadow is applied.
Fixes overflowing shadows in baserunner cams in WSB 2K1.
Don't clip modifier volumes but tesselate triangles intersecting the
near plane. Then project clipped vertices onto it in the vertex shader.
Issue #1651
dx9: resize depth surface to max width and height when RTT
dx11 oit: resize all depth and temp render targets when RTT but keep
current framebuffer.
Fixes Flag to Flag not updating the screen when RTT'ing rear view
mirrors.
Issue #1257
SCALER_CTL.vscalefactor also applies to RTT and values > 1 will increase
the texture height.
dx11: initialize abufferPointers to avoid issues with first frame
rendered.
Fixes pause menu/battle animation with Skies of Arcadia (PAL)
Issue #1127
Interpolating between LoDs produces unexpected alpha values.
dx,vk: add negative LoD bias
Fixes "Press Start" text in Trizeal title screen
dx11: get rid of bogus nearest wrap hack
Can't reproduce original issue with daytona
Fixes Virtua Tennis title screen
Issue #1230
For some reason the directx compiler doesn't convert float literal in a
deterministic way (!). A difference of one ulp can be seen between
different compilation of the same code.
This causes an issue with the rounding of the alpha value for PT polys.
Issue #1207
Alpha test for PT polys is done after mixing texture and vertex colors
and clamping. Revert db0534d5dd. See
86235bb4a3.
Fixes visible triangle arrows after selecting a character in Langrisser
Millenium.
Issue #1201
vk oit: OP polygons don't support blending
gl, vk, dx11, dx9: implement ordered dithering in GLSL/HLSL
refactor framebuffer and texture writes to vram
don't expand color data when reading planar textures
When using the secondary accumulator as source or destination, pixel
must not be discarded even if blending results in a nop. Doing so
cancels the transfer to/from the accumulator.
Issue #979
dx11 oit: use FAILED to detect pixel shader creation error. Log error
codes when Buffers::init fails.
* cmake: use c++17
* Use std::size
* Use std::make_unique
* Use std::clamp
* Use structured binding
* Use [[fallthrough]]
* Use enable_if_t/is_enum_v/is_integral_v/is_same_v
* Use if constexpr
* Use try_emplace
* Use auto for iterators
* Use inline variables
Fixes Unreal Tournament flashing/black screen.
gl: mark vram area in rtt to avoid overwriting data (Worms World Party)
Force Worms World Party to use CopyToVRam (regression due to
6a5db32d5d)
Don't calculate precise aspect ratio and use 4/3 instead (or more if
widescreen or stretch).
Fix clipping issue when using SCALER_CTL.vscalefactor. Avoir crash when
clip values are >= width or height.
vulkan: RenderFramebuffer wasn't working at all if !EmulateFramebuffer
copy TA_GLOB_TILE_CLIP and SCALER_CTL to rend context when starting
render. Use rend context copy to calculate framebuffer size.
Fixes framebuffer size glitches in vf4 water stages.
lr: pass aspect ratio when resizing.
dx11: Wrong sizing of rotated games.
gl: test automation fixes.
Region tile object list pointers can be identical for op and tr modvols,
in which case tr modvols should be drawn using op modvols geometry.
Used by crazy taxi 1/2, alien front online, daytona usa and probably
many others.
Issue #717
Store FT_W_SOF1 and FT_W_CTRL in render context since they can be
modified before render end. New tentative fix for vf4 water reflection
flashing black during netplay.
Refactor texture cache to use constructors. RTT code moved from
renderers.
Partial revert of ddcd3861d3
Render to temporary render target at end of pass and swap with regular
RT.
Fixes Tony Hawk 2 missing transparent geometry and character shadow.
Issue #618
Use 17 bits for vertex id but substract first vtx index
Use 13 bits for poly number instead of 12
Panzer Front uses more than 4095 tr polys.
Issue #616