Commit graph

537 commits

Author SHA1 Message Date
Henrik Rydgard
d822cbf60b Move fbo.cpp/h from native into PPSSPP 2015-09-06 13:13:37 +02:00
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fb7c71e41d Simplify NV blit logic. 2015-09-05 16:28:59 -07:00
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2d0635c3e6 Cut out a bit more USING_GLES2. 2015-09-05 16:28:46 -07:00
Henrik Rydgard
1c0158bfe6 Further reduce the use of ifdef USING_GLES2 and friends. 2015-09-05 23:39:10 +02:00
Henrik Rydgard
186d624ef3 Cleanup of FBO+blit flags. Requires the change in native to stop lying. 2015-09-05 22:40:45 +02:00
Henrik Rydgard
5b2ffd1434 Fix some naming, remove NV_draw_texture, move decisions out 2015-09-05 22:11:28 +02:00
Henrik Rydgard
f524049277 Move more GPU feature checks upfront. Re-check when exiting settings menu. 2015-09-05 21:23:58 +02:00
Henrik Rydgard
a71be3f75f Start moving GPU feature compatibility decisions to startup
(and a single, cache-friendly flag field)
2015-09-05 19:58:47 +02:00
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95d4f88e01 Read depth values as floats on OpenGL.
This preserves the full precision better than a 16-bit value does.
2015-08-23 17:52:15 -07:00
Henrik Rydgård
22e5431b1b operator precedence fix 2015-08-05 13:39:05 +02:00
Henrik Rydgard
d7f4c47c22 Refactor: Even more getting rid of gstate access in the framebuffer manager. 2015-08-05 12:13:14 +02:00
Henrik Rydgard
454a363876 Reorganize all the gstate fetching in FramebufferCommon to one place 2015-08-05 11:36:02 +02:00
Henrik Rydgard
d26b74d4d6 GPU refactor: Move accesses to gstate out of leaf functions 2015-08-05 01:03:49 +02:00
Henrik Rydgard
c8fe0b2690 Minor simplification, buildfixes 2015-07-29 12:38:31 +02:00
Henrik Rydgard
2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
73e9c3b3a2 profiler: Track framebuffer reads in its own category 2015-07-12 00:44:11 +02:00
Henrik Rydgard
159c8baeef Do framebuffer download color conversion using the CPU on old nVidias.
May fix issue 228 in the native project.
2015-06-13 11:27:06 +02:00
Henrik Rydgard
95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Henrik Rydgard
3f7830743a Implement basic screen rotation as requested in #297 . Does not work correctly in non-buffered rendering yet. 2015-05-12 21:01:15 +02:00
Henrik Rydgard
6660985210 Extract a bunch more color conversion loops. 2015-04-08 22:52:48 +02:00
Henrik Rydgard
b5acf15cc9 Extract some explicit loops into calls to color conversion functions. 2015-04-08 22:52:48 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
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2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012
3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012
433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
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0f38a1f459 Invalidate buffers after using for post shaders. 2015-03-14 16:16:32 -07:00
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e7b830ff61 Invalidate buffers used for download. 2015-03-14 16:11:20 -07:00
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d8478255d4 Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
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7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
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c7984dd93e Use texture stage 3 for the palette, always.
It's better to keep a stage dedicated to each thing.  This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
Henrik Rydgard
05ee55ea46 Try a potential fix for #7408 2015-02-03 21:51:39 +01:00
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f1bca47432 Fix shaders leaking on game exit. 2015-01-24 20:36:58 -08:00
Coldbird
72d5845532 Fixed Indentation + Moved Cardboard Menu 2015-01-24 20:01:09 +01:00
Coldbird
2b940ddf17 Fixed Framebuffer Blitting on Cardboard 2015-01-24 17:39:59 +01:00
Coldbird
b08c7012f1 Add Google Cardboard Support 2015-01-24 17:39:59 +01:00
Luna
1c3903504b Remove leftovers 2015-01-23 16:48:50 +01:00
Luna
ff9d33d2a7 Move the hack to FramebufferCommon.cpp and rename. 2015-01-23 10:40:49 +01:00
Luna
722d34e09a Add Bloom Effect Smoothing hack 2015-01-23 02:08:20 +01:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
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0d6c002cb0 Fix a very unlikely sign extend glitch. 2015-01-19 08:41:53 -08:00
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ee1085b060 Oops, deleted too early. 2015-01-18 13:18:17 -08:00
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3fcf695159 Fix an unlikely leak on error. 2015-01-17 18:45:03 -08:00
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40ea889b6a Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
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962d8c5224 dx9: Take screenshots (fixes #7197.) 2014-12-20 08:31:56 -08:00
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4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
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dc1013ad67 d3d: Add a not-working experiment to blit depth. 2014-09-14 11:54:55 -07:00
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8c4c9e554e d3d: Cache offscreen surfaces. 2014-09-13 22:28:39 -07:00
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ec4e96b870 d3d: Expliticly bind after fbo_create().
In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
2014-09-13 18:46:59 -07:00
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b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -07:00