Henrik Rydgard
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31961eace9
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Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
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2015-04-08 22:52:46 +02:00 |
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Unknown W. Brackets
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2450724be2
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Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
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2015-04-05 18:09:20 -07:00 |
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sum2012
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3549705195
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Use better solution from @Bigpet
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2015-03-23 20:29:51 +08:00 |
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sum2012
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433347e3b6
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GPU:Do not "decimate" the usageFlags.
Fix #7625
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2015-03-23 07:25:44 +08:00 |
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Unknown W. Brackets
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0f38a1f459
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Invalidate buffers after using for post shaders.
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2015-03-14 16:16:32 -07:00 |
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Unknown W. Brackets
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e7b830ff61
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Invalidate buffers used for download.
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2015-03-14 16:11:20 -07:00 |
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Unknown W. Brackets
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d8478255d4
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Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
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2015-03-14 16:02:04 -07:00 |
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Unknown W. Brackets
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7e0489c83e
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Keep better track of framebuf usage flags.
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2015-03-14 15:21:58 -07:00 |
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Unknown W. Brackets
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c7984dd93e
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Use texture stage 3 for the palette, always.
It's better to keep a stage dedicated to each thing. This also makes it
easier to potentially process depal in the shader, if we do that.
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2015-03-08 13:13:04 -07:00 |
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Henrik Rydgard
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05ee55ea46
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Try a potential fix for #7408
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2015-02-03 21:51:39 +01:00 |
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Unknown W. Brackets
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f1bca47432
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Fix shaders leaking on game exit.
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2015-01-24 20:36:58 -08:00 |
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Coldbird
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72d5845532
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Fixed Indentation + Moved Cardboard Menu
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2015-01-24 20:01:09 +01:00 |
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Coldbird
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2b940ddf17
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Fixed Framebuffer Blitting on Cardboard
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2015-01-24 17:39:59 +01:00 |
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Coldbird
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b08c7012f1
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Add Google Cardboard Support
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2015-01-24 17:39:59 +01:00 |
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Luna
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1c3903504b
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Remove leftovers
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2015-01-23 16:48:50 +01:00 |
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Luna
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ff9d33d2a7
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Move the hack to FramebufferCommon.cpp and rename.
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2015-01-23 10:40:49 +01:00 |
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Luna
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722d34e09a
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Add Bloom Effect Smoothing hack
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2015-01-23 02:08:20 +01:00 |
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Henrik Rydgard
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cae58cafee
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Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5 , reversing
changes made to 41001637ce .
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2015-01-22 19:53:32 +01:00 |
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Henrik Rydgard
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2623a48b4a
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Centralize color conversion functions in Common/ColorConv.
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2015-01-20 17:32:54 +01:00 |
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Unknown W. Brackets
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0d6c002cb0
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Fix a very unlikely sign extend glitch.
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2015-01-19 08:41:53 -08:00 |
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Unknown W. Brackets
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ee1085b060
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Oops, deleted too early.
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2015-01-18 13:18:17 -08:00 |
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Unknown W. Brackets
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3fcf695159
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Fix an unlikely leak on error.
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2015-01-17 18:45:03 -08:00 |
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Unknown W. Brackets
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40ea889b6a
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Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
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2015-01-11 16:56:29 -08:00 |
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Unknown W. Brackets
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962d8c5224
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dx9: Take screenshots (fixes #7197.)
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2014-12-20 08:31:56 -08:00 |
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Unknown W. Brackets
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4e50eed85b
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d3d9: Specify tex stage for binding framebuf color.
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2014-09-21 12:11:17 -07:00 |
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Unknown W. Brackets
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dc1013ad67
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d3d: Add a not-working experiment to blit depth.
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2014-09-14 11:54:55 -07:00 |
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Unknown W. Brackets
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8c4c9e554e
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d3d: Cache offscreen surfaces.
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2014-09-13 22:28:39 -07:00 |
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Unknown W. Brackets
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ec4e96b870
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d3d: Expliticly bind after fbo_create().
In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
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2014-09-13 18:46:59 -07:00 |
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Unknown W. Brackets
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b9d7ffe484
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d3d: Support the Danganronpa hack.
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2014-09-13 16:47:23 -07:00 |
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Unknown W. Brackets
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7f89723d2b
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d3d: Initial implementation of framebuf download.
Not working, or not working properly...
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2014-09-13 16:37:59 -07:00 |
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Unknown W. Brackets
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2463074530
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d3d: Converge block transfer logic.
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2014-09-13 15:40:55 -07:00 |
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Unknown W. Brackets
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971dd5df1e
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d3d: Unify BlitFramebuffer() as well.
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2014-09-13 15:12:59 -07:00 |
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Unknown W. Brackets
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f33515723b
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Move ForgetLastTexture() into DrawPixels().
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2014-09-13 14:58:05 -07:00 |
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Unknown W. Brackets
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3dfdddfc5f
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d3d: Move UpdateFromMemory() to common.
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2014-09-13 14:44:18 -07:00 |
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Unknown W. Brackets
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77cd49622b
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d3d: Fix switching between rendering modes.
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2014-09-11 23:30:42 -07:00 |
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Unknown W. Brackets
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e9b87104ef
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Move FBO_OLD_AGE to the common header.
Guess it's fine here.
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2014-09-09 23:11:25 -07:00 |
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Unknown W. Brackets
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e2a4a50511
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d3d: Centralize framebuf creation/switch logic.
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2014-09-09 22:58:43 -07:00 |
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Unknown W. Brackets
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ae2e8c5c7c
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d3d: Migrate a few more things into common code.
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2014-09-09 22:58:11 -07:00 |
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Unknown W. Brackets
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8c229e00b4
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d3d: Begin centralizing framebuffer management.
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2014-09-09 08:12:42 -07:00 |
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Unknown W. Brackets
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7e248376f8
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Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
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2014-09-08 07:40:43 -07:00 |
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Unknown W. Brackets
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2532639f70
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Refactor fbo binding into DrawPixels().
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2014-09-07 21:53:22 -07:00 |
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Unknown W. Brackets
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b20cd3cba2
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Clear stencil on switch from 565 buffer.
Fixes #2094, shadows in Kingdom Hearts in some scenes.
Not a complete solution, but should be a relatively safe one.
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2014-09-07 08:47:46 -07:00 |
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Unknown W. Brackets
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5e07a40a83
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Oops, buildfix Android/etc.
This is not declared there.
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2014-08-30 07:13:36 -07:00 |
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Unknown W. Brackets
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361b9a2572
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Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
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2014-08-30 02:05:51 -07:00 |
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Unknown W. Brackets
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5a3a972d95
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Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
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2014-08-27 23:13:08 -07:00 |
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Unknown W. Brackets
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9cab344026
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Rebind the fbo after inter-buffer copy.
Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
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2014-08-27 23:10:07 -07:00 |
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Unknown W. Brackets
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fc5d62804e
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Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
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2014-08-27 23:08:17 -07:00 |
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Unknown W. Brackets
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77e050d044
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Only unbind the read fbo id draw can be skipped.
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2014-08-27 23:07:11 -07:00 |
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Unknown W. Brackets
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a8b78a46bd
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Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
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2014-08-27 23:05:21 -07:00 |
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Unknown W. Brackets
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42aa494aeb
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d3d: Get some initial GE previews working.
Wrong colors.
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2014-08-24 21:52:47 -07:00 |
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