f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
396b7c2978
OGL: Invalidate tracked state when calling ResetAPIState()
...
Due to the current design, any of the GL state can be mutated after
calling this function, so we can't assume that the tracked state will
match if we call SetPipeline() after ResetAPIState().
2019-01-25 11:10:49 +10:00
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
340aabbb06
VideoCommon: Add helpers for generating common render states
2017-09-11 20:01:52 +10:00
836b9b9acb
Renderer: Move cull mode to a rasterization state object
...
Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
390f3f13ba
RenderState: Fix incorrect blending factors when removing the color usage.
2017-08-21 16:33:10 +02:00
fd896bd9e0
OGL: Drop BlendingState.dither
...
How GL_DITHER works is implementation-defined, and we handle the
non-blended case in the pixel shader.
2017-04-18 21:55:23 +10:00
34ad5b457d
VideoCommon: Add usedualsrc field to BlendingState
...
This is because we re-use BlendingState for our internal drawing (e.g.
RasterFont) and for these shaders, we can't assume the presence of a
second color output.
2017-04-18 21:33:40 +10:00
f6c7a258ed
BlendState: Use masking as a fastpath for the logic op NO_OP.
2017-01-06 14:01:39 +01:00
3df828463d
VideoCommon: Assembly blending state in a shared state object.
2017-01-06 14:01:36 +01:00