Commit graph

516 commits

Author SHA1 Message Date
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
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2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012
3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012
433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
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0f38a1f459 Invalidate buffers after using for post shaders. 2015-03-14 16:16:32 -07:00
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e7b830ff61 Invalidate buffers used for download. 2015-03-14 16:11:20 -07:00
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d8478255d4 Invalidate temp FBOs each frame.
These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
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7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
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c7984dd93e 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.
2015-03-08 13:13:04 -07:00
Henrik Rydgard
05ee55ea46 Try a potential fix for #7408 2015-02-03 21:51:39 +01:00
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f1bca47432 Fix shaders leaking on game exit. 2015-01-24 20:36:58 -08:00
Coldbird
72d5845532 Fixed Indentation + Moved Cardboard Menu 2015-01-24 20:01:09 +01:00
Coldbird
2b940ddf17 Fixed Framebuffer Blitting on Cardboard 2015-01-24 17:39:59 +01:00
Coldbird
b08c7012f1 Add Google Cardboard Support 2015-01-24 17:39:59 +01:00
Luna
1c3903504b Remove leftovers 2015-01-23 16:48:50 +01:00
Luna
ff9d33d2a7 Move the hack to FramebufferCommon.cpp and rename. 2015-01-23 10:40:49 +01:00
Luna
722d34e09a Add Bloom Effect Smoothing hack 2015-01-23 02:08:20 +01:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
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0d6c002cb0 Fix a very unlikely sign extend glitch. 2015-01-19 08:41:53 -08:00
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ee1085b060 Oops, deleted too early. 2015-01-18 13:18:17 -08:00
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3fcf695159 Fix an unlikely leak on error. 2015-01-17 18:45:03 -08:00
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40ea889b6a Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
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962d8c5224 dx9: Take screenshots (fixes #7197.) 2014-12-20 08:31:56 -08:00
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4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
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dc1013ad67 d3d: Add a not-working experiment to blit depth. 2014-09-14 11:54:55 -07:00
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8c4c9e554e d3d: Cache offscreen surfaces. 2014-09-13 22:28:39 -07:00
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ec4e96b870 d3d: Expliticly bind after fbo_create().
In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
2014-09-13 18:46:59 -07:00
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b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -07:00
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7f89723d2b d3d: Initial implementation of framebuf download.
Not working, or not working properly...
2014-09-13 16:37:59 -07:00
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2463074530 d3d: Converge block transfer logic. 2014-09-13 15:40:55 -07:00
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971dd5df1e d3d: Unify BlitFramebuffer() as well. 2014-09-13 15:12:59 -07:00
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f33515723b Move ForgetLastTexture() into DrawPixels(). 2014-09-13 14:58:05 -07:00
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3dfdddfc5f d3d: Move UpdateFromMemory() to common. 2014-09-13 14:44:18 -07:00
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77cd49622b d3d: Fix switching between rendering modes. 2014-09-11 23:30:42 -07:00
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e9b87104ef Move FBO_OLD_AGE to the common header.
Guess it's fine here.
2014-09-09 23:11:25 -07:00
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e2a4a50511 d3d: Centralize framebuf creation/switch logic. 2014-09-09 22:58:43 -07:00
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ae2e8c5c7c d3d: Migrate a few more things into common code. 2014-09-09 22:58:11 -07:00
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8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
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7e248376f8 Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
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2532639f70 Refactor fbo binding into DrawPixels(). 2014-09-07 21:53:22 -07:00
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b20cd3cba2 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.
2014-09-07 08:47:46 -07:00
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5e07a40a83 Oops, buildfix Android/etc.
This is not declared there.
2014-08-30 07:13:36 -07:00
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361b9a2572 Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
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5a3a972d95 Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
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9cab344026 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.
2014-08-27 23:10:07 -07:00
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fc5d62804e Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
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77e050d044 Only unbind the read fbo id draw can be skipped. 2014-08-27 23:07:11 -07:00
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a8b78a46bd Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
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42aa494aeb d3d: Get some initial GE previews working.
Wrong colors.
2014-08-24 21:52:47 -07:00