Henrik Rydgård
59bef47035
Merge pull request #6321 from unknownbrackets/texscaling
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Reduce some texture scaling limits to rely on texels instead
2014-06-14 20:08:39 +02:00
Unknown W. Brackets
b1396d51b2
Log more info about skipped subarea renders.
2014-06-14 11:04:17 -07:00
Unknown W. Brackets
ec7942fc8a
Report decoding a texture from a VRAM mirror.
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Might mainly be depth textures?
2014-06-14 11:04:16 -07:00
Unknown W. Brackets
0b9db176e9
Centralize render-to-tex logic, support mirrors.
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Now everything is decided in AttachFramebuffer().
2014-06-14 11:04:16 -07:00
Unknown W. Brackets
822f936b05
Validate stride when using clut, more reporting.
2014-06-14 11:04:15 -07:00
Unknown W. Brackets
d8eaeab663
Reduce change frequency limit for texscaling.
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Since we have the texels limit now, this should allow more textures to be
scaled safely. Also, it may detect alpha optimizations in more textures,
since we currently skip them for frequently changed textures.
2014-06-14 10:49:13 -07:00
Unknown W. Brackets
0620c6edc7
Forgive freq. changed tex if they mend their ways.
2014-06-14 10:43:22 -07:00
Unknown W. Brackets
99c8319f15
Don't count unscaled frequently changing texels.
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May cause more things to be scaled per frame (especially if first textures
on a frame are frequently changing.)
2014-06-14 10:40:23 -07:00
Henrik Rydgård
036cde7768
Merge pull request #6313 from unknownbrackets/gpu-minor
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Implement in-shader blending on gles2 / gl2
2014-06-14 09:21:30 +02:00
Henrik Rydgård
5fa331bb56
Merge pull request #6310 from hrydgard/deferred-scaling
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Limit the amount of texture scaling done per frame to reduce stutters
2014-06-14 08:59:40 +02:00
Unknown W. Brackets
1d9f7b04fc
Implement in-shader blending on gles2 / gl2.
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I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
673e92927a
Avoid an infinite loop on small heights.
2014-06-13 23:37:08 -07:00
Henrik Rydgard
4e81eadc88
Minor cleanup in texcache
2014-06-14 00:18:37 +02:00
Henrik Rydgård
2f86e3e021
Clear STATUS_TO_SCALE at a better place
2014-06-13 23:01:40 +02:00
Henrik Rydgård
ea9f8d8bf3
Comment out the deferred scaling logs.
2014-06-13 22:11:25 +02:00
Henrik Rydgård
c0c058937f
Limit the amount of texture scaling done per frame, to reduce stutters
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Scaling causes really bad stutters in some games on some hardware.
This should also reduce the impact of pathological cases like the first
boss of FF Type-0 to be more bearable.
2014-06-13 22:07:26 +02:00
Unknown W. Brackets
f84650b6be
Report possible textures at subareas > 32.
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For the ones outside the hack 0x04110000 range.
2014-06-13 09:19:51 -07:00
Unknown W. Brackets
025b92593a
Just don't use render-to-text format mismatches.
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This already excludes CLUTs.
2014-06-12 07:46:56 -07:00
Unknown W. Brackets
1a25456e52
Detach a format mismatch that's not rendering.
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Assume we'd be better off reading ram.
2014-06-12 00:48:21 -07:00
Unknown W. Brackets
89206a8a09
Allow render-to-tex with > 16 y offset.
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Trying to keep it cautious in case our sizes are wrong.
2014-06-12 00:41:42 -07:00
Unknown W. Brackets
ef12694c4b
Don't update render tex x/y offset unless matched.
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Sometimes we have false matches, they should be skipped. Fixes some bloom
that is off in some games.
2014-06-09 22:45:14 -07:00
Unknown W. Brackets
3884550c7b
Remove a few TODOs that aren't relevant anymore.
2014-06-08 22:35:48 -07:00
Henrik Rydgård
89667a870b
Merge pull request #6259 from unknownbrackets/fbtex-offset
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Apply byte offset when using rendered textures
2014-06-08 23:34:22 +02:00
Unknown W. Brackets
865941a66d
Ignore needShaderTexClamp when not texmapping.
2014-06-08 14:27:57 -07:00
Unknown W. Brackets
acab898be0
Keep track of x/y offset for render-to-tex.
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Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Henrik Rydgard
9c799b773d
Don't use glTexStorage2D, see issue #6075
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Probably didn't help much anyway.
2014-06-08 18:36:18 +02:00
Unknown W. Brackets
0896c3412d
Allocate textures names in blocks.
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May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
2014-06-07 16:13:53 -07:00
Unknown W. Brackets
cc841bbe4c
Apply tex wrap/clamp in shader for render-to-tex.
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Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Unknown W. Brackets
3d8f078b6c
Try to workaround Breath of Fire 3's render-to-tex.
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It renders to two areas but textures with a high V to reach the second
texture. We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
Henrik Rydgård
e6d3a9c1b6
Merge pull request #6211 from unknownbrackets/framebuf-estimate
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Another attempt at framebuffer size estimate changes
2014-06-03 10:50:21 +02:00
Unknown W. Brackets
238bdce2b8
Detect if framebuffer clut uses alpha.
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It's not a perfect check but it may allow skipping alphatests sometimes.
2014-06-03 01:06:02 -07:00
Unknown W. Brackets
bf788e278d
Change CheckAlpha() to apply to any pixel data.
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For example, cluts. But not yet, just changing it here.
2014-06-03 00:59:34 -07:00
Unknown W. Brackets
a18eceac71
Don't skip alpha in 565/clut framebuffers textures.
2014-06-03 00:45:15 -07:00
Unknown W. Brackets
c2ccfd5629
Stop stretching things to the FBO size.
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Instead, draw in the top corner. This way, even if framebuffers get
smaller things stay consistent.
2014-06-01 21:20:04 -07:00
Sacha
319c0efcb2
Remove MAY_HAVE_GLES3
2014-06-02 12:08:49 +10:00
Unknown W. Brackets
0846673dc3
Track temporary-use FBOs all in FramebufferManager.
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This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets
4195eac04f
Get rid of depalFBOs when overwriting textures.
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Just in case they are not always used as framebuffers. We set to 0 later
anyway.
2014-06-01 01:03:04 -07:00
Unknown W. Brackets
580143e5e2
Disable vertex arrays before depal as well.
2014-05-31 22:07:42 -07:00
Henrik Rydgard
44d9af9222
Hopefully fix the Manhunt red/green swap
2014-05-27 22:22:56 +02:00
Unknown W. Brackets
29a9ff369e
Make a note when we need to reset the shader.
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Hmm, not sure this is the cleanest way.
2014-05-27 22:12:25 +02:00
Unknown W. Brackets
14c081904c
5650 is also simple alpha.
2014-05-27 22:12:24 +02:00
Unknown W. Brackets
5f99f663ef
Avoid duplicating an FBO when depaletizing it.
2014-05-27 22:12:23 +02:00
Unknown W. Brackets
5ac6fae8bb
Validate framebuffer clut shaders on use.
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When their parameters are actually the ones we are going to use.
2014-05-27 22:11:20 +02:00
Unknown W. Brackets
aa32bd6aa4
Also disable the logic op when rendering FB w/clut.
2014-05-27 22:11:18 +02:00
Henrik Rydgard
7062da0483
Fix some more issues. The snow scene in FF Type 0 now looks B/W instead of broken.
2014-05-27 22:10:36 +02:00
Henrik Rydgard
634add3a46
Depalettize works at other resolutions than 1x. For some strange reason though if you change resolution in game it breaks.
2014-05-27 22:09:26 +02:00
Henrik Rydgard
d414327da7
Use a small offset to turn NEAREST into floor() when sampling the clut.
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Minor fixes and cleanups.
2014-05-27 22:09:25 +02:00
Henrik Rydgard
d0e65054a4
A bit closer to working. Shadow visible
2014-05-27 22:09:22 +02:00
Henrik Rydgard
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Unknown W. Brackets
ec0ae44200
Don't force nearest for colortest against black.
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Should fix #4217 and be relatively safe. Probably it's a common colortest
ref color that's safe?
2014-05-15 23:52:16 -07:00