DanyalZia
afc36d557e
Properly show OSD information of resolution
2014-01-27 11:46:09 +05:00
DanyalZia
61a15c1465
Fix a bug where changing resolution wouldn't make a difference on a fly
2014-01-26 19:02:21 +05:00
Unknown W. Brackets
b034b992df
Only copy dirty depth buffers between FBOs.
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We can remove this if/when we track them separately. This may break a
game that depends on the depth carrying over between several FBOs, but
that's not extremely likely.
This improves performance in Gods Eater Burst.
2014-01-24 01:44:24 -08:00
Unknown W. Brackets
9cfb8648c0
Keep a map of temporary buffers for self renders.
2014-01-20 07:54:40 -08:00
Unknown W. Brackets
c6dc6b46e5
Clear the duplicate FBO on shutdown.
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
b48de952fd
Duplicate framebuffers textured onto themselves.
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This fixes #2917 .
I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
raven02
a132b54c01
Put depth copy as BindFramebufferDepth()
2014-01-20 22:02:20 +08:00
Unknown W. Brackets
b0a1340a80
Report block transfers we don't support.
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Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgard
c55578367f
Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
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Will later replace with a multiselect of different sizes, or something more advanced
like multitouch drag & zoom of the screen to get it exactly where you want it.
2014-01-16 00:22:39 +01:00
Unknown W. Brackets
79864a5ee0
Fix some initialization order warnings.
2014-01-10 22:21:24 -08:00
Henrik Rydgard
ad951bc0d4
Symbian buildfix
2014-01-06 19:21:27 +01:00
Henrik Rydgard
43a93f086d
Enable depth buffer copies on GLES3 devices without breaking any desktop
2014-01-06 18:03:57 +01:00
Henrik Rydgard
aaf219d063
Only copy the depth buffer if the framebuffer size matches.
2014-01-05 13:00:57 +01:00
Unknown W. Brackets
2a56c76f55
Fix crash in non-buffered rendering.
2014-01-04 17:29:00 -08:00
Unknown W. Brackets
202842d690
On desktop, blit depth when not cleared.
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Workaround for #1283 , makes Jeanne d'Arc playable.
2014-01-04 11:27:01 -08:00
Henrik Rydgård
431395eceb
Merge pull request #4905 from raven02/patch-23
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Bind framebuffer to 0 if framebuffer status is incomplete
2014-01-03 03:47:42 -08:00
raven02
6467c70f08
Exclude PowerVR chipset only
2014-01-02 19:21:22 +08:00
raven02
e84a7b1586
Viewport restore only for Adreno GPU
2014-01-02 12:17:41 +08:00
Henrik Rydgard
91531a9792
Get rid of "ATIClampBug", it's not a bug, it's just lack of full non-pow-2 texture support
2014-01-02 00:09:01 +01:00
Henrik Rydgard
a9832fb79a
Set cleardepth the traditional way on desktop.
2014-01-01 23:40:35 +01:00
W.MS/王京
032f40b5a1
fix the typo, maybe
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LOL
2014-01-02 01:30:24 +08:00
raven02
5d05b4f16a
ClearBuffer(): Clear depth to 1.0
2014-01-01 22:49:50 +08:00
Henrik Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
raven02
cf50ace328
bind framebuffer to 0 if framebuffer status is incomplete
2013-12-22 16:03:39 +08:00
raven02
4f81d97624
emnu fix#2
2013-12-21 16:18:38 +08:00
Henrik Rydgård
34f2f5db98
When drawing the displayed FBO to the screen, always use bilinear.
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Might want to make this an option in the future.
2013-12-16 16:04:08 +01:00
Unknown W. Brackets
a2d91ee26d
softgpu: Don't mask out so much of fb stride.
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Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes. Values above 1024 work, but e.g. 2044 seems buggy.
Fixes the map on Hexyz Force (rendered at 80 stride.)
2013-12-15 11:59:24 -08:00
raven02
5c6dbb8a31
Restore viewport when switching render targets
2013-12-14 04:14:59 +08:00
raven02
a1fd9eb149
Render correct fog in 3rd birthday and transparency in Kurohyou 2
2013-12-11 23:37:28 +08:00
Unknown W. Brackets
9de7b34d1c
Cut down on reporting of FBO misuse.
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These cases are likely to be okay.
2013-12-08 00:38:10 -08:00
Henrik Rydgard
c738364f67
Make sure to disable scissor when doing the initial clear of a new FBO.
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Minor cleanups.
2013-12-06 23:08:37 +01:00
Henrik Rydgård
3fb973af90
GL_NV_draw_texture requires more testing, turn off temporarily.
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Fix the V coordinates sent in while at it.
2013-12-06 13:01:34 +01:00
Henrik Rydgard
3983144c42
Make sure that blending is disabled when doing DrawPixels.
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Add a comment about a potential texture scaling problem with splines.
2013-12-04 14:02:40 +01:00
Henrik Rydgard
127864b679
Prevent post shaders from getting applied twice in some circumstances when playing video.
2013-12-04 11:46:42 +01:00
Henrik Rydgard
e1657fec96
Get rid of WipeFramebufferAlpha ini-only option.
2013-12-04 09:41:25 +01:00
Henrik Rydgard
39b632b279
Copy the stencil value in REPLACE mode to fragment alpha (but only when it's safe)
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This is cheap but incomplete.
To do it more "right", we need multipass when blending or alpha test is enabled, ugh. That's for later.
Anyway, this improves the glow situation in Wipeout somewhat. Still lots of stuff that glows that shouldn't, but a little less overwhelmingly bright.
2013-12-03 00:13:21 +01:00
Henrik Rydgard
198e230cdc
Re-add uniform location checks even though they aren't needed
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Spec says that setting uniform -1 does nothing.
2013-12-02 23:35:49 +01:00
Henrik Rydgård
7c7c4aaadc
Add "u_time" uniform to postprocessing shaders.
2013-12-02 17:24:55 +01:00
Sacha
c71186b35a
Partial Stretch: This setting is needed on other devices too.
2013-11-28 14:59:17 +10:00
Unknown W. Brackets
ac8edb4282
Support reversed buffer formats in the ge debugger.
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So that it doesn't show garbage under the softgpu.
2013-11-17 02:14:34 -08:00
Henrik Rydgård
4cf2b99316
Merge pull request #4529 from raven02/patch-19
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Fix Summon Night 5 shadow breaking
2013-11-17 02:09:22 -08:00
raven02
312f290bde
Fix typo
2013-11-15 10:24:32 +08:00
raven02
8af2e66bd5
This seems to be better
2013-11-14 19:33:20 +08:00
Aapo Rantalainen
c2586523fe
Maemo5: added !defined(MAEMO) as !defined(MEEGO_EDITION_HARMATTAN)
2013-11-13 18:23:18 +02:00
raven02
fe15d88cd8
Fix Summon Night 5 shadow breaking
2013-11-13 22:42:16 +08:00
raven02
7c6a4cf87e
Attempt for another matching framebuffer logic
2013-11-10 10:38:33 +08:00
Henrik Rydgard
502cbc170a
Revert "Another attempt to sizing framebuffer based on fmt"
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This reverts commit c0e8893560
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2013-11-07 15:29:11 +01:00
raven02
c0e8893560
Another attempt to sizing framebuffer based on fmt
2013-11-07 10:56:41 +08:00
raven02
5b228d5fe4
Attempt to go back to thevery original finding a matching framebuffer logic
2013-11-01 22:00:34 +08:00
Henrik Rydgard
b9c908ba3f
Update post-processing shaders to work again after removing u_viewproj.
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Initialize some uninitialized variables.
2013-10-31 00:07:55 +01:00