Unknown W. Brackets
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a53f165c06
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Oops, update render size when resizing down too.
Hopefully #6247.
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2014-06-07 06:26:03 -07:00 |
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Unknown W. Brackets
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d8e98786f7
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Oops, fix logging on FBO creation.
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2014-06-07 01:35:39 -07:00 |
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Unknown W. Brackets
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cda98334f8
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Fix some crashes when switching rendering mode.
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2014-06-07 00:52:58 -07:00 |
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Unknown W. Brackets
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0bbeab28ec
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Verify fbo exists when copying depth.
Should fix #5343 based on stack trace.
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2014-06-06 22:35:34 -07:00 |
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Unknown W. Brackets
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7a299fb1f2
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Avoid displaying a wrong-format framebuf.
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2014-06-06 21:11:58 -07:00 |
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Unknown W. Brackets
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8ec87040df
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Detect staggered/interleaved rendering.
Not sure why you'd do this, maybe to simultaneously render? Should help
the Silent Hill games which seem to do this.
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2014-06-06 21:08:14 -07:00 |
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Unknown W. Brackets
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171629ba48
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Separate fbo resize logic from creation.
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2014-06-06 20:54:16 -07:00 |
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Unknown W. Brackets
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48d0b8fb0b
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Fix a crash in non-buffered rendering.
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2014-06-06 10:28:18 -07:00 |
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Unknown W. Brackets
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5ab416981c
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Ignore vfb->format for older display buffers.
Fixes video in Tales of Phantasia X.
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2014-06-05 00:29:32 -07:00 |
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Unknown W. Brackets
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115b959ef7
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Stop clearing the buffer after blitting to it.
This only appeared to work because destroying an fbo unbinds the active
one.
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2014-06-05 00:29:04 -07:00 |
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Unknown W. Brackets
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42eb4c978a
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Support block transfer bpp mismatch on gles2.
When we don't have GLES2.
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2014-06-05 00:14:31 -07:00 |
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Unknown W. Brackets
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eda5d785fa
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Don't rebind if there's nothing to rebind.
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2014-06-04 00:58:44 -07:00 |
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Unknown W. Brackets
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d111a8d3ff
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Remove video size hack when uploading fb data.
Seems like this was only helping because we were stretching some
framebuffers before, it only causes problems now.
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2014-06-04 00:21:52 -07:00 |
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Unknown W. Brackets
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e67c2e7328
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No need to report this anymore, hopefully.
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2014-06-03 22:54:36 -07:00 |
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Unknown W. Brackets
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7839f39c13
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Allow block xfer upload when using read fb to mem.
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2014-06-03 22:52:32 -07:00 |
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Unknown W. Brackets
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8b46faed50
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Implement intra-buffer block transfer.
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2014-06-03 22:51:16 -07:00 |
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Unknown W. Brackets
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fcb70a00b3
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Fix incorrect scale in fbo download.
This caused some videos and scenes to show at the wrong resolution.
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2014-06-03 22:29:42 -07:00 |
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Unknown W. Brackets
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b9652c2112
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Ignore sizes with unreasonable heights.
God of War sets region to 1024x1024, but doesn't draw in that whole space.
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2014-06-03 07:52:05 -07:00 |
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Henrik Rydgård
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e6d3a9c1b6
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Merge pull request #6211 from unknownbrackets/framebuf-estimate
Another attempt at framebuffer size estimate changes
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2014-06-03 10:50:21 +02:00 |
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Unknown W. Brackets
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b069462bea
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Relax display buffer / GetVfbAt() requirements.
Castlevania actually uses a display buffer of 420, it seems. Since we no
longer allow multiple FBOs at the same address, this should be safe.
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2014-06-02 22:51:37 -07:00 |
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Unknown W. Brackets
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304d372f48
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When clamping height to 512, try region/scissor.
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2014-06-02 21:46:22 -07:00 |
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Unknown W. Brackets
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78c83e122d
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Force 481x273 to 480x272, it's seen in a few games.
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2014-06-01 23:47:37 -07:00 |
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Unknown W. Brackets
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c2ccfd5629
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Stop stretching things to the FBO size.
Instead, draw in the top corner. This way, even if framebuffers get
smaller things stay consistent.
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2014-06-01 21:20:04 -07:00 |
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Sacha
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319c0efcb2
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Remove MAY_HAVE_GLES3
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2014-06-02 12:08:49 +10:00 |
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Unknown W. Brackets
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cfb21707b6
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Take the tallest estimate, scissor may be short.
Even if it's wider but short, it should not reduce the height of the
buffer.
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2014-06-01 18:45:25 -07:00 |
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Unknown W. Brackets
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d64d2afcb3
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Don't allow a zero framebuf stride in estimation.
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2014-06-01 18:45:03 -07:00 |
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Unknown W. Brackets
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a351a42041
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Cleanup some old comments/code.
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2014-06-01 14:00:58 -07:00 |
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Unknown W. Brackets
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d03397f056
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Blit framebuf contents when resizing.
This avoids a blink when sizing up.
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2014-06-01 13:53:34 -07:00 |
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Unknown W. Brackets
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32439bc006
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Recreate framebuffers when they get bigger.
To avoid cases where they remain too small, and to make sure size always
matches up sanely.
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2014-06-01 13:53:27 -07:00 |
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Unknown W. Brackets
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73234941e1
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Consider stride more when determining fb size.
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2014-06-01 13:50:37 -07:00 |
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Henrik Rydgård
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0c7c736522
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Merge pull request #6205 from unknownbrackets/replace-funcs
Initial replacement for Star Ocean's stencil upload
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2014-06-01 12:22:11 +02:00 |
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Henrik Rydgård
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3c521c3f88
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Merge pull request #6209 from unknownbrackets/gpu-blocktransfer
Also check for x offsets within block transfers
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2014-06-01 12:10:07 +02:00 |
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Unknown W. Brackets
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bc618fdb6c
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Also check for x offsets within block transfers.
Grand Knights History does these too, not just y offsets. Why does it
bother when block transfer let's you specify the coordinates so exactly?
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2014-06-01 02:33:44 -07:00 |
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Unknown W. Brackets
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68e5be9381
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Doesn't look like these need to use depth/stencil.
May save a bit of VRAM/RAM.
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2014-06-01 01:03:44 -07:00 |
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Unknown W. Brackets
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3e8442c371
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Decimate temporary FBOs after not being used.
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2014-06-01 01:03:43 -07:00 |
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Unknown W. Brackets
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0846673dc3
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Track temporary-use FBOs all in FramebufferManager.
This way it's easier to manage their lifecycle.
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2014-06-01 01:03:43 -07:00 |
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Unknown W. Brackets
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e109a547ae
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Disable vertex arrays not in use.
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2014-05-31 22:07:41 -07:00 |
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Unknown W. Brackets
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b308aaad03
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Update disabled IsReallyAClear() code.
Not sure if there's still something wrong about depth.
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2014-05-31 22:07:40 -07:00 |
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Unknown W. Brackets
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089ee41d9c
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Implement a very basic stencil upload.
This is not fast or efficient, but works.
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2014-05-31 21:48:09 -07:00 |
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Unknown W. Brackets
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e477a765e1
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Scale bits better in MakePixelTexture().
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2014-05-31 21:48:08 -07:00 |
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Unknown W. Brackets
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192945fc71
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Allow a memcpy upload in non-buffered rendering.
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2014-05-30 09:44:14 -07:00 |
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Unknown W. Brackets
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da25de6970
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Support block transfer uploads in non-buffered.
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2014-05-30 09:25:36 -07:00 |
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Unknown W. Brackets
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aecd5bf250
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Support render-to-self on GLES2.
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2014-05-30 08:53:22 -07:00 |
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Unknown W. Brackets
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bf5946203d
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Fix a couple typos, oops.
Framebuffer one probably broke Grand Knights History some, depal one
probably broke some clut stuff.
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2014-05-28 00:19:51 -07:00 |
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Henrik Rydgard
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44d9af9222
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Hopefully fix the Manhunt red/green swap
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2014-05-27 22:22:56 +02:00 |
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Unknown W. Brackets
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5f99f663ef
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Avoid duplicating an FBO when depaletizing it.
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2014-05-27 22:12:23 +02:00 |
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Henrik Rydgard
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d0e65054a4
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A bit closer to working. Shadow visible
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2014-05-27 22:09:22 +02:00 |
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Henrik Rydgård
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8d84c912eb
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Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
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2014-05-27 17:45:33 +02:00 |
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Unknown W. Brackets
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8dcc09c9e1
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Use a separate func for gpu memset().
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2014-05-27 07:50:01 -07:00 |
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Unknown W. Brackets
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ba2cf4f1d9
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Make sure to rebind a texture after changing it.
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2014-05-27 02:04:02 -07:00 |
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