Commit graph

402 commits

Author SHA1 Message Date
Unknown W. Brackets
a53f165c06 Oops, update render size when resizing down too.
Hopefully #6247.
2014-06-07 06:26:03 -07:00
Unknown W. Brackets
d8e98786f7 Oops, fix logging on FBO creation. 2014-06-07 01:35:39 -07:00
Unknown W. Brackets
cda98334f8 Fix some crashes when switching rendering mode. 2014-06-07 00:52:58 -07:00
Unknown W. Brackets
0bbeab28ec Verify fbo exists when copying depth.
Should fix #5343 based on stack trace.
2014-06-06 22:35:34 -07:00
Unknown W. Brackets
7a299fb1f2 Avoid displaying a wrong-format framebuf. 2014-06-06 21:11:58 -07:00
Unknown W. Brackets
8ec87040df 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.
2014-06-06 21:08:14 -07:00
Unknown W. Brackets
171629ba48 Separate fbo resize logic from creation. 2014-06-06 20:54:16 -07:00
Unknown W. Brackets
48d0b8fb0b Fix a crash in non-buffered rendering. 2014-06-06 10:28:18 -07:00
Unknown W. Brackets
5ab416981c Ignore vfb->format for older display buffers.
Fixes video in Tales of Phantasia X.
2014-06-05 00:29:32 -07:00
Unknown W. Brackets
115b959ef7 Stop clearing the buffer after blitting to it.
This only appeared to work because destroying an fbo unbinds the active
one.
2014-06-05 00:29:04 -07:00
Unknown W. Brackets
42eb4c978a Support block transfer bpp mismatch on gles2.
When we don't have GLES2.
2014-06-05 00:14:31 -07:00
Unknown W. Brackets
eda5d785fa Don't rebind if there's nothing to rebind. 2014-06-04 00:58:44 -07:00
Unknown W. Brackets
d111a8d3ff 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.
2014-06-04 00:21:52 -07:00
Unknown W. Brackets
e67c2e7328 No need to report this anymore, hopefully. 2014-06-03 22:54:36 -07:00
Unknown W. Brackets
7839f39c13 Allow block xfer upload when using read fb to mem. 2014-06-03 22:52:32 -07:00
Unknown W. Brackets
8b46faed50 Implement intra-buffer block transfer. 2014-06-03 22:51:16 -07:00
Unknown W. Brackets
fcb70a00b3 Fix incorrect scale in fbo download.
This caused some videos and scenes to show at the wrong resolution.
2014-06-03 22:29:42 -07:00
Unknown W. Brackets
b9652c2112 Ignore sizes with unreasonable heights.
God of War sets region to 1024x1024, but doesn't draw in that whole space.
2014-06-03 07:52:05 -07:00
Henrik Rydgård
e6d3a9c1b6 Merge pull request #6211 from unknownbrackets/framebuf-estimate
Another attempt at framebuffer size estimate changes
2014-06-03 10:50:21 +02:00
Unknown W. Brackets
b069462bea 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.
2014-06-02 22:51:37 -07:00
Unknown W. Brackets
304d372f48 When clamping height to 512, try region/scissor. 2014-06-02 21:46:22 -07:00
Unknown W. Brackets
78c83e122d Force 481x273 to 480x272, it's seen in a few games. 2014-06-01 23:47:37 -07:00
Unknown W. Brackets
c2ccfd5629 Stop stretching things to the FBO size.
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
cfb21707b6 Take the tallest estimate, scissor may be short.
Even if it's wider but short, it should not reduce the height of the
buffer.
2014-06-01 18:45:25 -07:00
Unknown W. Brackets
d64d2afcb3 Don't allow a zero framebuf stride in estimation. 2014-06-01 18:45:03 -07:00
Unknown W. Brackets
a351a42041 Cleanup some old comments/code. 2014-06-01 14:00:58 -07:00
Unknown W. Brackets
d03397f056 Blit framebuf contents when resizing.
This avoids a blink when sizing up.
2014-06-01 13:53:34 -07:00
Unknown W. Brackets
32439bc006 Recreate framebuffers when they get bigger.
To avoid cases where they remain too small, and to make sure size always
matches up sanely.
2014-06-01 13:53:27 -07:00
Unknown W. Brackets
73234941e1 Consider stride more when determining fb size. 2014-06-01 13:50:37 -07:00
Henrik Rydgård
0c7c736522 Merge pull request #6205 from unknownbrackets/replace-funcs
Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Henrik Rydgård
3c521c3f88 Merge pull request #6209 from unknownbrackets/gpu-blocktransfer
Also check for x offsets within block transfers
2014-06-01 12:10:07 +02:00
Unknown W. Brackets
bc618fdb6c 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?
2014-06-01 02:33:44 -07:00
Unknown W. Brackets
68e5be9381 Doesn't look like these need to use depth/stencil.
May save a bit of VRAM/RAM.
2014-06-01 01:03:44 -07:00
Unknown W. Brackets
3e8442c371 Decimate temporary FBOs after not being used. 2014-06-01 01:03:43 -07:00
Unknown W. Brackets
0846673dc3 Track temporary-use FBOs all in FramebufferManager.
This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets
e109a547ae Disable vertex arrays not in use. 2014-05-31 22:07:41 -07:00
Unknown W. Brackets
b308aaad03 Update disabled IsReallyAClear() code.
Not sure if there's still something wrong about depth.
2014-05-31 22:07:40 -07:00
Unknown W. Brackets
089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
e477a765e1 Scale bits better in MakePixelTexture(). 2014-05-31 21:48:08 -07:00
Unknown W. Brackets
192945fc71 Allow a memcpy upload in non-buffered rendering. 2014-05-30 09:44:14 -07:00
Unknown W. Brackets
da25de6970 Support block transfer uploads in non-buffered. 2014-05-30 09:25:36 -07:00
Unknown W. Brackets
aecd5bf250 Support render-to-self on GLES2. 2014-05-30 08:53:22 -07:00
Unknown W. Brackets
bf5946203d Fix a couple typos, oops.
Framebuffer one probably broke Grand Knights History some, depal one
probably broke some clut stuff.
2014-05-28 00:19:51 -07:00
Henrik Rydgard
44d9af9222 Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
Unknown W. Brackets
5f99f663ef Avoid duplicating an FBO when depaletizing it. 2014-05-27 22:12:23 +02:00
Henrik Rydgard
d0e65054a4 A bit closer to working. Shadow visible 2014-05-27 22:09:22 +02:00
Henrik Rydgård
8d84c912eb Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets
8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets
ba2cf4f1d9 Make sure to rebind a texture after changing it. 2014-05-27 02:04:02 -07:00