Commit graph

469 commits

Author SHA1 Message Date
Unknown W. Brackets
77e050d044 Only unbind the read fbo id draw can be skipped. 2014-08-27 23:07:11 -07:00
Unknown W. Brackets
a8b78a46bd Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets
42aa494aeb d3d: Get some initial GE previews working.
Wrong colors.
2014-08-24 21:52:47 -07:00
Luna
62a1023615 Add "Screen Scaling Filter" option 2014-08-08 20:51:15 +02:00
Unknown W. Brackets
0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
Unknown W. Brackets
3bf88a3c9a Disable tests and etc. when destroying framebufs.
Fixes #6678.  May fix problems loading savestates as well.
2014-08-03 18:45:36 -07:00
Unknown W. Brackets
bf01fd2185 Try to avoid false reporting of depthbuf reuse. 2014-07-13 11:59:45 -07:00
Unknown W. Brackets
d80d5beb71 Stop reporting blits when render mode is swapped. 2014-07-09 23:40:29 -07:00
Unknown W. Brackets
4a8d52ab1a Add a config option for the slow framebuf effects.
Like cluts, blitting, etc.  At higher render resolutions these are
expensive, and on some mobile devices they may be too much.

Of course, they're only used when needed so this is a speedhack.
2014-07-08 23:57:27 -07:00
Unknown W. Brackets
be76846679 When applying the Danganronpa hack, force 5551.
This prevents dithering from happening during the blit, and since
dithering is off during drawing, allows the colors to be correct on some
devices which always dither during blits.
2014-07-05 00:49:30 -07:00
Unknown W. Brackets
8ab33795b3 Delete temporary/blitting FBOs on device lost.
Fixes issues when the device goes to sleep with Danganronpa, block
transfers, etc.
2014-07-04 23:27:12 -07:00
Unknown W. Brackets
4cb8c414b0 Use the CPU for download on non-NVIDIA cards.
Fixes #6494.
2014-07-04 18:04:32 -07:00
Unknown W. Brackets
3a2d1ac28e Correct async packing alignment.
Only matters if a framebuffer width is not a multiple of 4, which might
not happen anyway.
2014-07-04 14:10:56 -07:00
Unknown W. Brackets
6a4269b1d0 Disable dithering (which affects pixel download.)
Fixes #6494.
2014-07-04 14:10:20 -07:00
Unknown W. Brackets
be0340bb34 Fix crash when FBO_ARB is not available.
Experienced this on a Mac / SDL with a Radeon X1600.
2014-07-04 01:54:03 -07:00
Unknown W. Brackets
739c215d35 Stop reporting memcpy fbo upload/download. 2014-07-03 00:48:46 -07:00
Unknown W. Brackets
5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
Unknown W. Brackets
63bcb65d96 Height can be equal, just not greater.
Oops.
2014-06-28 03:41:44 -07:00
Unknown W. Brackets
7d0aeb067a Make sure the conv buffer matches the used height.
May matter if bufferHeight > height.
2014-06-28 02:40:40 -07:00
Unknown W. Brackets
217d8d24ea Validate height better when downloading fbs. 2014-06-28 02:33:28 -07:00
Unknown W. Brackets
a33589b3e9 Optimize away bits in the stencil upload.
Should be faster than sending to the GPU this way, if we can help it.
Should improve delays on FBO creation at high render resolutions.
2014-06-28 01:39:18 -07:00
Unknown W. Brackets
ca2d9286e0 Notify the texcache when fb format changes.
Fixes #2094 again.
2014-06-24 00:14:56 -07:00
Unknown W. Brackets
ad060b992d Clear buffers right after creating them.
Seems like some drivers have trouble otherwise.
2014-06-23 00:17:35 -07:00
Unknown W. Brackets
4c62a17f72 Allow exact render-to-tex format mismatches more.
If the right format was used recently, it's still okay.  Also check the
x/y offset to try to find the best match.
2014-06-22 21:02:43 -07:00
Unknown W. Brackets
1cea361c65 Remove now-unnecessary MaskedEqual() compares.
Clearer this way I think.
2014-06-21 08:30:45 -07:00
Unknown W. Brackets
0c31e551e7 Clear buffers before using them.
Fixes a reported crash on an AMD card.
2014-06-19 23:09:15 -07:00
Unknown W. Brackets
ef390c5c40 Double check upload/download are VRAM addresses. 2014-06-19 23:09:15 -07:00
Unknown W. Brackets
5f4a0d8174 Fix a few minor warnings. 2014-06-19 00:47:58 -07:00
Unknown W. Brackets
19f35bbac1 Clear stencil to 0, not 1.
Memory is generally initially zeros, after all.  Fixes #5205 (or at least
improves it?) and fixes #6226.
2014-06-18 00:09:01 -07:00
Unknown W. Brackets
b5eb072e64 Clear depth buffers to zero, not 1.0f.
Memory is generally initially zeros.
2014-06-17 23:56:33 -07:00
Unknown W. Brackets
a9da3618ba Upload the color/stencil buffers on FBO creation.
Fixes pausing or loading a savestate in Star Ocean (previously your
character became invisible until the screen panned.)
2014-06-17 23:55:09 -07:00
Unknown W. Brackets
2d63a74aeb Allow DrawPixels (uploads) to handle alpha.
Doesn't update stencil, but at least it updates alpha.

This was fixed to 1.0 before because we had blending enabled by accident
during DrawPixels().
2014-06-17 23:10:38 -07:00
Unknown W. Brackets
3fea3e1293 Respect "nearest" filtering setting for fbs. 2014-06-15 19:42:24 -07:00
Unknown W. Brackets
107df3b838 Reuse existing buffer matching for MotoGP hack. 2014-06-15 19:34:57 -07:00
Unknown W. Brackets
a54cefc138 Only download width bytes, not stride bytes.
Fixes #6330, MotoGP not rendering properly with simulate block transfers.
2014-06-15 19:33:32 -07:00
Unknown W. Brackets
e762689ea8 Update vsync on resize, and before first FBO.
May take care of #4440.
2014-06-15 15:19:49 -07:00
Unknown W. Brackets
030b562eb9 Support render-to-offset within a framebuffer.
Fixes #6324.
2014-06-14 17:08:41 -07:00
Unknown W. Brackets
651d8a4a7d Support inter-buffer memcpy transfer.
Seeing some games using it like 3rd Birthday uses block transfers, to copy
a frame to the other buffer.
2014-06-14 13:22:00 -07:00
Unknown W. Brackets
d06a0520ae Consistently mark vfb dirty after drawing to it. 2014-06-14 13:19:27 -07:00
Unknown W. Brackets
6ebdf2be29 Skip memcpy fb download when already downloaded.
Fixes Final Fantasy Tactics lag, discussion in #6308.
2014-06-14 11:04:17 -07:00
Henrik Rydgård
5f6c083a3e Merge pull request #6315 from unknownbrackets/framebuf-estimate
Avoid shrinking buffer w/h in throughmode
2014-06-14 11:06:37 +02:00
Unknown W. Brackets
119edd34e6 Avoid shrinking buffer w/h in throughmode.
Since they could overdraw and we already scissor.
2014-06-14 01:56:34 -07:00
Unknown W. Brackets
1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
ac6cbf3524 Take the nearest fbo for a y-offset memcpy(). 2014-06-13 08:45:26 -07:00
Unknown W. Brackets
392897d447 Allow oversized gpu memcpys.
Seems to happen in Mana Khemia, where it uses h=384, but it looks
legitimate.
2014-06-13 08:42:58 -07:00
Unknown W. Brackets
00651ceea1 Support gpu memcpy/memset line-by-line.
Fixes some glitches in Final Fantasy Tactics, which uses memset line by
line (at width, not stride.)

Should still be relatively safe, unless a buffer is detected as too tall.
The memcpy() will still happen anyway.
2014-06-13 08:36:02 -07:00
Unknown W. Brackets
dad1bf41f7 Avoid making FBO copies in the debugger.
When it binds the texture preview.  Not needed.
2014-06-13 08:35:12 -07:00
Unknown W. Brackets
9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets
b9f805c71f Fix graphical artifact in Jeanne d'Arc world map.
We need to use the last set render framebuffer, not the current one at
copy to output.
2014-06-11 00:54:54 -07:00
Unknown W. Brackets
efc2de41ae Ignore depth buffers with stride = 0.
They're clearly not being used.
2014-06-11 00:40:47 -07:00