Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
7e248376f8
Track the last drawn width/height/format.
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This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets
2532639f70
Refactor fbo binding into DrawPixels().
2014-09-07 21:53:22 -07:00
Unknown W. Brackets
b20cd3cba2
Clear stencil on switch from 565 buffer.
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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
Unknown W. Brackets
5e07a40a83
Oops, buildfix Android/etc.
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This is not declared there.
2014-08-30 07:13:36 -07:00
Unknown W. Brackets
361b9a2572
Use 8888, always, for Danganronpa's FBOs.
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This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
Unknown W. Brackets
5a3a972d95
Perform intra-buffer blits directly.
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As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
Unknown W. Brackets
9cab344026
Rebind the fbo after inter-buffer copy.
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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
Unknown W. Brackets
fc5d62804e
Avoid unbinding the draw fbo where possible.
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If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
Unknown W. Brackets
77e050d044
Only unbind the read fbo id draw can be skipped.
2014-08-27 23:07:11 -07:00
Unknown W. Brackets
a8b78a46bd
Forget the bound texture on fbo_create().
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Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
Unknown W. Brackets
42aa494aeb
d3d: Get some initial GE previews working.
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Wrong colors.
2014-08-24 21:52:47 -07:00
Luna
62a1023615
Add "Screen Scaling Filter" option
2014-08-08 20:51:15 +02:00
Unknown W. Brackets
0279aa154c
Use glStencilMask() to partially simulate amask.
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Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
Unknown W. Brackets
3bf88a3c9a
Disable tests and etc. when destroying framebufs.
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Fixes #6678 . May fix problems loading savestates as well.
2014-08-03 18:45:36 -07:00
Unknown W. Brackets
bf01fd2185
Try to avoid false reporting of depthbuf reuse.
2014-07-13 11:59:45 -07:00
Unknown W. Brackets
d80d5beb71
Stop reporting blits when render mode is swapped.
2014-07-09 23:40:29 -07:00
Unknown W. Brackets
4a8d52ab1a
Add a config option for the slow framebuf effects.
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Like cluts, blitting, etc. At higher render resolutions these are
expensive, and on some mobile devices they may be too much.
Of course, they're only used when needed so this is a speedhack.
2014-07-08 23:57:27 -07:00
Unknown W. Brackets
be76846679
When applying the Danganronpa hack, force 5551.
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This prevents dithering from happening during the blit, and since
dithering is off during drawing, allows the colors to be correct on some
devices which always dither during blits.
2014-07-05 00:49:30 -07:00
Unknown W. Brackets
8ab33795b3
Delete temporary/blitting FBOs on device lost.
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Fixes issues when the device goes to sleep with Danganronpa, block
transfers, etc.
2014-07-04 23:27:12 -07:00
Unknown W. Brackets
4cb8c414b0
Use the CPU for download on non-NVIDIA cards.
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Fixes #6494 .
2014-07-04 18:04:32 -07:00
Unknown W. Brackets
3a2d1ac28e
Correct async packing alignment.
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Only matters if a framebuffer width is not a multiple of 4, which might
not happen anyway.
2014-07-04 14:10:56 -07:00
Unknown W. Brackets
6a4269b1d0
Disable dithering (which affects pixel download.)
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Fixes #6494 .
2014-07-04 14:10:20 -07:00
Unknown W. Brackets
be0340bb34
Fix crash when FBO_ARB is not available.
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Experienced this on a Mac / SDL with a Radeon X1600.
2014-07-04 01:54:03 -07:00
Unknown W. Brackets
739c215d35
Stop reporting memcpy fbo upload/download.
2014-07-03 00:48:46 -07:00
Unknown W. Brackets
5db79dcf11
Fix some missing semicolons on log statements.
2014-06-29 19:09:37 -07:00
Unknown W. Brackets
63bcb65d96
Height can be equal, just not greater.
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Oops.
2014-06-28 03:41:44 -07:00
Unknown W. Brackets
7d0aeb067a
Make sure the conv buffer matches the used height.
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May matter if bufferHeight > height.
2014-06-28 02:40:40 -07:00
Unknown W. Brackets
217d8d24ea
Validate height better when downloading fbs.
2014-06-28 02:33:28 -07:00
Unknown W. Brackets
a33589b3e9
Optimize away bits in the stencil upload.
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Should be faster than sending to the GPU this way, if we can help it.
Should improve delays on FBO creation at high render resolutions.
2014-06-28 01:39:18 -07:00
Unknown W. Brackets
ca2d9286e0
Notify the texcache when fb format changes.
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Fixes #2094 again.
2014-06-24 00:14:56 -07:00
Unknown W. Brackets
ad060b992d
Clear buffers right after creating them.
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Seems like some drivers have trouble otherwise.
2014-06-23 00:17:35 -07:00
Unknown W. Brackets
4c62a17f72
Allow exact render-to-tex format mismatches more.
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If the right format was used recently, it's still okay. Also check the
x/y offset to try to find the best match.
2014-06-22 21:02:43 -07:00
Unknown W. Brackets
1cea361c65
Remove now-unnecessary MaskedEqual() compares.
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Clearer this way I think.
2014-06-21 08:30:45 -07:00
Unknown W. Brackets
0c31e551e7
Clear buffers before using them.
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Fixes a reported crash on an AMD card.
2014-06-19 23:09:15 -07:00
Unknown W. Brackets
ef390c5c40
Double check upload/download are VRAM addresses.
2014-06-19 23:09:15 -07:00
Unknown W. Brackets
5f4a0d8174
Fix a few minor warnings.
2014-06-19 00:47:58 -07:00
Unknown W. Brackets
19f35bbac1
Clear stencil to 0, not 1.
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Memory is generally initially zeros, after all. Fixes #5205 (or at least
improves it?) and fixes #6226 .
2014-06-18 00:09:01 -07:00
Unknown W. Brackets
b5eb072e64
Clear depth buffers to zero, not 1.0f.
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Memory is generally initially zeros.
2014-06-17 23:56:33 -07:00
Unknown W. Brackets
a9da3618ba
Upload the color/stencil buffers on FBO creation.
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Fixes pausing or loading a savestate in Star Ocean (previously your
character became invisible until the screen panned.)
2014-06-17 23:55:09 -07:00
Unknown W. Brackets
2d63a74aeb
Allow DrawPixels (uploads) to handle alpha.
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Doesn't update stencil, but at least it updates alpha.
This was fixed to 1.0 before because we had blending enabled by accident
during DrawPixels().
2014-06-17 23:10:38 -07:00
Unknown W. Brackets
3fea3e1293
Respect "nearest" filtering setting for fbs.
2014-06-15 19:42:24 -07:00
Unknown W. Brackets
107df3b838
Reuse existing buffer matching for MotoGP hack.
2014-06-15 19:34:57 -07:00
Unknown W. Brackets
a54cefc138
Only download width bytes, not stride bytes.
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Fixes #6330 , MotoGP not rendering properly with simulate block transfers.
2014-06-15 19:33:32 -07:00
Unknown W. Brackets
e762689ea8
Update vsync on resize, and before first FBO.
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May take care of #4440 .
2014-06-15 15:19:49 -07:00
Unknown W. Brackets
030b562eb9
Support render-to-offset within a framebuffer.
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Fixes #6324 .
2014-06-14 17:08:41 -07:00
Unknown W. Brackets
651d8a4a7d
Support inter-buffer memcpy transfer.
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Seeing some games using it like 3rd Birthday uses block transfers, to copy
a frame to the other buffer.
2014-06-14 13:22:00 -07:00