Robin Kertels
6c17b8801c
[d3d9] Add strict option to float emulation setting
2021-12-05 16:49:19 +00:00
Robin Kertels
ce1c66d7dc
[dxso] Omit relative constant range check when possible
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We can just rely on robustness2 when it's supported.
2021-11-30 01:57:22 +00:00
Robin Kertels
791d533a1d
[d3d9+dxso] Rely on robustness for unset SWVP constants
2021-10-15 10:54:18 +01:00
Joshua Ashton
09043ddd16
[dxso] Implement option for alpha test wiggle room
2020-11-26 12:15:03 +00:00
Joshua Ashton
c3cff09c4f
[d3d9] Implement d3d9.longMad option
2020-04-08 23:20:57 +01:00
Joshua Ashton
2408b881a2
[dxso] Use SSBOs for vertex constant buffers if we'd be outside of uniform range
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Impacts #1375
2020-02-20 08:14:58 +01:00
Joshua Ashton
c024b89171
[dxso] Implement d3d9.forceSamplerTypeSpecConstants
...
This option makes us always use a spec constant to determine sampler type (instead of just in PS 1.x)
which works around a game bug in Halo CE where it gives cube textures to 2d/volume samplers
2020-01-01 20:56:05 +00:00
Joshie
54ed8f0bb0
[d3d9] Implement Direct3D9 Frontend ( #1275 )
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Co-authored-by: Philip Rebohle <philip.rebohle@tu-dortmund.de>
Co-authored-by: Robin Kertels <robin.kertels@gmail.com>
Co-authored-by: pchome <pchome@users.noreply.github.com>
Co-authored-by: Christopher Egert <cme3000@gmail.com>
Co-authored-by: Derek Lesho <dereklesho52@Gmail.com>
Co-authored-by: Luis Cáceres <lacaceres97@gmail.com>
Co-authored-by: Nelson Chen <crazysim@gmail.com>
Co-authored-by: Edmondo Tommasina <edmondo.tommasina@gmail.com>
Co-authored-by: Riesi <riesi@opentrash.com>
Co-authored-by: gbMichelle <gbmichelle.dev@gmail.com>
2019-12-16 04:28:01 +01:00