Unknown W. Brackets
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cbb3fe0086
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Refactor framebuffer size calculation.
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2014-05-25 17:12:58 -07:00 |
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Unknown W. Brackets
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cec8195e97
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Cleanup reporting of block/memcpy transfers.
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2014-05-25 17:10:06 -07:00 |
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Unknown W. Brackets
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976968c707
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Track more kinds of memcpy operations on fbos.
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2014-05-25 17:08:55 -07:00 |
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Unknown W. Brackets
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fd4ba0093c
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Skip some code if things are outside framebuffers.
Small optimization.
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2014-05-25 17:08:55 -07:00 |
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Unknown W. Brackets
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4dbb4328ae
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Download before, upload after. Fix save pictures.
Otherwise, it only works if it does it every frame, and then it's a frame
behind. Also fixes Tales of Phantasia X's fades and etc.
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2014-05-25 17:08:55 -07:00 |
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Unknown W. Brackets
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0e620b2fe9
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Fix buffer overflow in MakePixelTexture().
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2014-05-25 16:28:28 -07:00 |
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Unknown W. Brackets
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30222f987d
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Flip framebuffers when downloading their pixels.
It seems like this is where it was being done...
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2014-05-25 16:28:28 -07:00 |
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Unknown W. Brackets
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d26addc7b4
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Match the #ifdef for glBlitFramebufferNV.
It's defined in gl_state with these requirements.
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2014-05-25 15:15:21 -07:00 |
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Unknown W. Brackets
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62cd61611e
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Support block transfers offset into a framebuffer.
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2014-05-25 15:13:19 -07:00 |
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Unknown W. Brackets
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cacbfab4b5
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Allow glBlitFramebuffer on desktop, avoid NV.
Only use NV if !GLES3. There's no reason otherwise.
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2014-05-25 15:11:24 -07:00 |
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Henrik Rydgard
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8543de91d7
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Don't skip the copy if block transfer is turned off
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2014-05-25 10:50:28 +02:00 |
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Henrik Rydgard
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90f2d06697
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Add setting to enable/disable GPU block transfer
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2014-05-25 10:18:14 +02:00 |
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Henrik Rydgard
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33d15a6972
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Try to implement block transfer upload to fbo. Doesn't seem to work right though...
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2014-05-25 10:02:51 +02:00 |
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Henrik Rydgard
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eaba341db0
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Split DrawPixels up, preparing to make it more flexible
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2014-05-25 10:02:50 +02:00 |
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Henrik Rydgard
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c21fdef02d
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Typo fix
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2014-05-25 10:02:49 +02:00 |
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Henrik Rydgard
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0208ca8e90
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Add some reporting for framebuffer sceDmacMemcpys.
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2014-05-25 10:02:49 +02:00 |
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Henrik Rydgard
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6c2ab3215f
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Try to fix R/B color swap problem
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2014-05-25 10:01:40 +02:00 |
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Henrik Rydgard
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fdf17cb558
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Move setting currentRenderVfb_ to NULL to when it's really needed.
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2014-05-25 10:01:39 +02:00 |
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raven02
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50fc54c92a
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Fix wrong #endif
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2014-05-25 10:01:39 +02:00 |
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raven02
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a516abef02
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Add comments
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2014-05-25 10:01:38 +02:00 |
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raven02
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68548856fd
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Use glBlitFramebuffer when available to blit framebuffer
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2014-05-25 10:01:38 +02:00 |
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raven02
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cf7229e05e
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Null out currentRenderVfb_
This fixes the missing stuffs in Tactic Orge
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2014-05-25 10:01:37 +02:00 |
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Henrik Rydgård
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ebd3d214ae
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Typo fix
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2014-05-25 10:01:36 +02:00 |
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raven02
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05be56a433
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Keep it sync = true also rename updateVRAM_
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2014-05-25 10:01:35 +02:00 |
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raven02
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62c99843ad
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Do NotifyBlockTransfer() in buffered rendering mode only
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2014-05-25 10:01:34 +02:00 |
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Henrik Rydgard
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945b6125f9
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Restrict the last change to buffered mode only
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2014-05-25 10:01:34 +02:00 |
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Henrik Rydgard
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994629089e
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Implement GPU block copies between buffers and from buffer to RAM.
(first one not very well tested, second one improves Burnout Legends sun a lot)
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2014-05-25 10:01:33 +02:00 |
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Henrik Rydgård
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8273c1b956
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Merge pull request #6056 from raven02/patch-51
Validate the framebuffer size with the size from sceDmac
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2014-05-25 10:01:10 +02:00 |
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Unknown W. Brackets
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233213e38b
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Avoid a crash in the GE debugger.
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2014-05-23 08:48:29 -07:00 |
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raven02
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8664fbac11
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Make the EstimateDrawingSize() simpler
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2014-05-14 20:13:20 +08:00 |
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Unknown W. Brackets
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b4ceedfc43
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Correctly flip textures in DrawActiveTexture().
We want to flip the origin of UV (top to bottom), not the pixels within
the specified range.
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2014-05-10 09:35:02 -07:00 |
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raven02
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11b9d8d29a
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Build fix
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2014-05-10 12:26:53 +08:00 |
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raven02
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4263f00092
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Add GL_NV_framebuffer_blit support for BindFramebufferColor()
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2014-05-10 11:41:24 +08:00 |
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raven02
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c54664ba89
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Validate the size framebuffer size with the szie from sceDmac
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2014-05-09 23:32:26 +08:00 |
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Henrik Rydgård
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19ea7b5331
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Merge pull request #6047 from raven02/patch-47
Comment out the remaining one LogReadPixelsError()
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2014-05-08 16:12:56 +02:00 |
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Henrik Rydgard
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b8c39d4e42
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ReadFramebuffer: Support sub rectangle
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2014-05-08 16:09:55 +02:00 |
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Henrik Rydgard
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3c2819afea
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Make DrawActiveTexture more flexible (u/v origin too).
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2014-05-08 15:28:25 +02:00 |
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Henrik Rydgard
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3b3c794a37
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More framebuffer code cleanup
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2014-05-08 15:16:33 +02:00 |
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Henrik Rydgard
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5a60ccc9f0
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BlockTransfer: Move framebuffer handling into Framebuffer.cpp
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2014-05-08 15:16:10 +02:00 |
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Henrik Rydgard
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8ef377c427
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Some preparations towards framebuffer management improvements
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2014-05-08 15:16:10 +02:00 |
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raven02
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ec06b6532a
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Comment out the remaining one LogReadPixelsError()
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2014-05-08 20:30:40 +08:00 |
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Henrik Rydgard
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fcf2498b11
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Minor stuff from #6403
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2014-05-08 10:46:19 +02:00 |
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Henrik Rydgard
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305e1652cb
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Turn off glGetError in Framebuffer.cpp. Can be easily turned back on if needed.
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2014-05-08 10:43:46 +02:00 |
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Henrik Rydgard
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2e56e0f122
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Fix check for glBlitFramebufferNV
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2014-05-08 10:40:36 +02:00 |
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Henrik Rydgard
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2b58f2657c
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Merge branch 'patch-40' of github.com:raven02/ppsspp into raven02-patch-40
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2014-05-08 10:00:00 +02:00 |
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raven02
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f98cf76b97
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Use GL_NV_framebuffer_blit to handle depth copy
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2014-05-05 12:19:31 +08:00 |
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Unknown W. Brackets
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ff25b9d20e
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Oops, the vertexdecoder should read vertex alpha.
Copy/paste mistake... ugh.
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2014-05-04 09:05:45 -07:00 |
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Unknown W. Brackets
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e8d5866e5a
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Use SSE some in framebuffers to memory.
Since people are using it (even though it seems dangerous), might as well
make it faster. 6% better in Tales of Phantasia X.
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2014-05-04 01:03:48 -07:00 |
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Unknown W. Brackets
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4475c99426
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Fix GL errors / flicker in framebuf->mem.
Happens in Tales of Phantasia X, reported by Kingcom.
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2014-05-03 20:20:40 -07:00 |
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raven02
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3d12a00fe1
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Get rid of glstate.viewport.restore() for Mali/Adreno Soc
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2014-04-23 22:47:59 +08:00 |
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