Flyinghead
c1f0dd81d2
pvr: copy pvr regs at start_render time to avoid concurrent update
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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.
2022-10-25 15:00:04 +02:00
Flyinghead
5722dc90f0
Full framebuffer emulation. Renderer interface changes
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Helps for:
Densha de Go! 2, Issue #171
Vigilante 8, Issue #275
Xtreme Sports
Sonic Shuffle
The Ring of the Nibelungen
2022-10-23 16:32:42 +02:00
flyinghead
2c96d49cf2
dx9, dx11: support for forced point/linear tex sampling and anisotropy
2022-04-02 11:18:48 +02:00
Flyinghead
8f01ef90cf
gl,dx9,dx11: only render frame when Renderer::present() has been called
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Issue #511
2022-02-14 18:38:58 +01:00
flyinghead
18d8107992
dx11: no color interpolation for flat shading
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Fixes Evolution WoSD
refactor setFirstProvokingVertex (dx9, dx11, vk)
Set .1 depth scale for V-Rallye to fix missing background image in menus
(dx11, dx9)
2021-12-15 09:37:58 +01:00
Flyinghead
05d495b282
dx9: Fix RenderLastFrame
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Fixes black blackground when opening the menu during a game
2021-09-15 17:24:55 +02:00
flyinghead
4696733eb4
dx9: linear filtering for fog texture. swap only when frame rendered
2021-05-26 21:40:43 +02:00
flyinghead
5359e9a09d
allow gpu-handled palette textures to be replaced by custom version
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Issue #219
Fix incorrect texture size calculation for VQ textures.
Reorder BaseTextureCacheData fields to have hottest on top
2021-04-17 18:40:58 +02:00
flyinghead
c889bfa6d4
dx9: copy to vram. clipping. fix depth/stencil size. better reset
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Coordinate device reset with dxcontext. Keep compiled shaders.
Don't use automatic depth/stencil on backbuffer. Manually handle it.
Implement scissoring/clipping
multipass translucent depth
Render-to-texture copy to vram
2021-04-15 15:17:32 +02:00
flyinghead
f107d380b9
WIP directx9 renderer
2021-04-12 22:49:04 +02:00