Henrik Rydgard
f1c96c056d
Move all the GL/D3D9 FBO code into thin3d.
2017-02-06 11:40:16 +01:00
Henrik Rydgard
41f770d815
Move dx_state into gfx/d3d9_state
2017-02-05 20:54:24 +01:00
Henrik Rydgard
9c275730c5
Move pD3DDevice into dx_state.h.
2017-02-05 20:46:26 +01:00
Henrik Rydgard
5b49c2f840
DX9 cleanup: Remove more stuff from global.cpp
2017-02-05 20:13:48 +01:00
Henrik Rydgard
a8f69e7d64
More DX cleanup
2017-02-05 20:06:56 +01:00
Henrik Rydgard
d05ef4a859
Pass through the DrawContext to texturecaches and fb managers.
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This is preparation for sharing more framebuffer code between the
backends.
2017-02-05 19:51:50 +01:00
Henrik Rydgard
1c5ad71f60
Further minor DX9 code cleanups
2017-02-05 19:42:54 +01:00
Henrik Rydgard
1a149ba02d
Final tweak to the cleaned up FBO api before moving it to thin3d. Buildfixes.
2017-02-04 22:25:34 +01:00
Henrik Rydgard
bec2921aca
Add escape route for some more esoteric FBO functionality
2017-02-04 22:25:34 +01:00
Henrik Rydgard
f4c3f884e9
DX: Remove further fbo functions to get the interfaces closer
2017-02-04 22:25:34 +01:00
Henrik Rydgard
0b7f3720ae
More FBO api cleanup
2017-02-04 22:25:34 +01:00
Henrik Rydgard
daee5c24e5
Work towards unifying the GL and DX FBO APIs
2017-02-04 22:25:34 +01:00
Henrik Rydgard
3ceb0a8540
Some simple renaming
2017-02-04 11:47:19 +01:00
Henrik Rydgard
d7da981a62
Make the Dangan Ronpa hack use the compat system instead of hacky code
2017-01-29 00:12:20 +01:00
Henrik Rydgard
5df4bac6d2
Delete some left behind unused code
2017-01-25 10:05:39 +01:00
Henrik Rydgard
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be
Move framebufChanged into the dirty flag field
2017-01-24 18:12:20 +01:00
Henrik Rydgard
b423998c36
Move uniform dirty-flag to gstate_c, opening up for other uses.
2017-01-24 18:12:20 +01:00
Unknown W. Brackets
4d0c457ddc
Cleanup display vs. output screenshot terminology.
2016-09-25 16:35:43 -07:00
Unknown W. Brackets
fa0e88f1b7
Add a flag to use the display vfb for screenshots.
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This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
Unknown W. Brackets
c9a9fc5e44
Allow block transfers to resize framebuffers.
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Helps the ending video in Valkyrie Profile. See #6008 .
2016-07-24 15:58:06 -07:00
Unknown W. Brackets
6151f8ef9f
Allow taking screenshots with a clamped size.
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Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
Unknown W. Brackets
c12f835364
Download single-use renders right away.
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Should prevent issues with the memory being reused soon after, hopefully.
See also #8781 and #7695 .
2016-06-04 19:36:30 -07:00
Unknown W. Brackets
f08c873a4b
Save FBOs on decimate when they have a safe size.
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Fixes #7695 .
2016-05-19 21:23:22 -07:00
Unknown W. Brackets
3d5dd24528
Remove an unnecessary func define.
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Was already moved to FramebufferCommon.
2016-04-10 02:31:56 -07:00
Henrik Rydgard
58f77e8f5f
Buildfix
2016-04-10 10:55:13 +02:00
Unknown W. Brackets
271829c991
Consider depth blitting a slow framebuffer effect.
2016-02-10 21:02:19 -08:00
Unknown W. Brackets
4ff78d3c55
d3d9: Use SSE at least for depth copies.
2016-01-31 09:00:00 -08:00
Unknown W. Brackets
623448f852
d3d9: Support blitting depth on frame switch.
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Can be optimized more, but this makes Jeanne d'Arc work in D3D9 now. Not
sure why it didn't work before.
2016-01-30 23:47:51 -08:00
Unknown W. Brackets
0443fbebd0
Add methods to download depth to PSP RAM.
2016-01-20 22:11:03 -08:00
Unknown W. Brackets
2916298695
gedbg: Add scaled 16-bit z support.
2016-01-20 22:11:02 -08:00
Unknown W. Brackets
d1b3768e49
Use a common func everywhere for float depth vals.
2016-01-18 19:29:45 -08:00
Unknown W. Brackets
73bcf16612
Flush before loading the CLUT.
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In case it's what was being rendered to.
2016-01-17 12:55:48 -08:00
Henrik Rydgard
88ed44189d
Remove some unused functionality from the framebuffer managers
2016-01-10 14:59:27 +01:00
Unknown W. Brackets
909d477719
Support CLUTs at an x offset.
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Used by Kurohyo 2. Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
Unknown W. Brackets
19877144ba
Avoid redownloading CLUT when reloaded.
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In Brave Story, the game reloads the CLUT frequently, but doesn't actually
render to the CLUT that often. It also switches between a few different
rendered CLUTs - so caching that we've downloaded is a HUGE win.
In case someone reading this message is interested, it actually renders
these CLUT tables from what appears to be a color wheel. Crazy huh?
2016-01-04 22:21:33 -08:00
Unknown W. Brackets
28a07c70c6
Explicitly download rendered cluts.
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This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies. CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
Unknown W. Brackets
a6c64f74d1
Cleanup download process a bit more.
2016-01-04 20:51:43 -08:00
Unknown W. Brackets
4176ee241f
Reuse more code between GPUs for download.
2016-01-04 20:40:07 -08:00
Unknown W. Brackets
b556472303
d3d9: Fix blitting coordinates.
2015-12-31 11:17:19 -08:00
Unknown W. Brackets
235881af1f
d3d9: Avoid error when clearing temp FBOs.
2015-12-31 11:17:12 -08:00
Unknown W. Brackets
5806df07b4
Handle disabled display cleanly.
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Otherwise we might accidentally match a vfb at 0.
Fixes #6317 .
2015-12-30 17:44:32 -08:00
Henrik Rydgard
01669cbd92
Hide the "Internal resolution" etc static display unless FPS counter is on.
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Seems fairly related and I don't want to add more options.
2015-11-27 00:17:14 +01:00
Henrik Rydgard
e3d2c65ba0
D3D fixes
2015-11-18 12:25:54 +01:00
Henrik Rydgard
3acdd4e237
We had two global types called FBO, which is not ok. Fix that.
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This caused some very strange behaviour in the MSVC debugger when looking at this stuff.
2015-11-14 13:24:51 +01:00
Henrik Rydgård
ce28ee28f1
Merge pull request #8198 from hrydgard/centralize-viewport-mapping
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Centralize viewport mapping
2015-11-12 15:27:31 +01:00
Henrik Rydgard
e6b39d65d3
Apply unknown's workaround for dx viewport issues - additionally, we shouldn't even have to call the function in non-buffered..
2015-11-12 15:26:06 +01:00
Henrik Rydgard
7e3cd987cd
Fixes to D3D viewport management. For some reason, still having strange driver-bug-ish problems in unbuffered...
2015-11-12 14:47:43 +01:00
Unknown W. Brackets
a821cd3f12
Disable UV range opt. for shader blending FBO.
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Obviously this is unsafe, not sure what I was thinking...
2015-11-09 23:31:34 -08:00
Unknown W. Brackets
5ff3e6a5e7
Avoid polluting glstate in GetTempFBO().
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Since we do this "late", we might overwrite important settings, such as
stencil, color masks, etc.
This affects both depal and fbo shader blending.
Didn't do it for all ClearBuffer()s, since I'm worried some might be
intentionally resetting state.
2015-11-03 22:37:19 -08:00