Henrik Rydgard
80702109f5
Move gpu vendor detection to native with the rest of the gl init.
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Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
Henrik Rydgard
e0b19decca
Add generic "PostShader" functionality, replacing FXAA (it's one of them).
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Replaces #4018 , sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgård
95fda8dffa
Set line width in constructor too.
2013-10-09 19:01:28 +02:00
Henrik Rydgard
a5d30d2f02
Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too...
2013-09-28 23:51:10 +02:00
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
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Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Henrik Rydgard
b10e2bce3c
Add FXAA antialiasing on non-mobile. Works best when render resolution = window size.
2013-09-26 12:41:59 +02:00
Unknown W. Brackets
6af44910c1
Add an interface to return the current framebuffer.
2013-09-22 19:03:31 -07:00
Henrik Rydgard
5bdb9e976b
Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
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Fixes MotoGP while also, in effect, committing #3859 .
Removes the horrifying ramDisplayFramebufferPtr hack.
2013-09-21 18:53:55 +02:00
Unknown W. Brackets
0e6f58853a
Try to use the most recently rendered fb.
2013-09-01 11:55:03 -07:00
Henrik Rydgard
664d74a9b7
Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
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There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
raven02
1eaada15df
Reference and modified code from @arnastia
2013-08-12 02:30:17 +08:00
Unknown W. Brackets
89349eae7e
Consistently use a proper type for GE fb format.
2013-07-29 23:05:59 -07:00
Unknown W. Brackets
4dde7276c6
Don't use PspDisplayPixelFormat at all.
2013-07-29 22:58:37 -07:00
Unknown W. Brackets
2f94977efe
Don't include gfx/gl* outside the OpenGL GE.
2013-07-29 22:47:38 -07:00
raven02
d836527254
NewUI fix and add selectable frameskipping/Resolution to winUI
2013-07-26 22:10:03 +08:00
raven02
76bd4e3120
Fix rendering mode switching issue in old & new UI
2013-07-22 08:41:58 +08:00
raven02
0216f52359
Merge remote-tracking branch 'upstream/master'
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Conflicts:
UI/GameSettingsScreen.cpp
UI/MenuScreens.cpp
Windows/ppsspp.rc
2013-07-22 00:03:54 +08:00
raven02
87fc81e56d
Consolidate Rendering Mode
2013-07-21 23:17:42 +08:00
raven02
7ac496529b
Vendor Based Alpha and Color Testing
2013-07-21 01:14:36 +08:00
Henrik Rydgard
81411a74ed
Experimental: Make orientation change possible on Android.
2013-07-16 22:51:25 +02:00
Henrik Rydgard
25392cd408
More android buildfixin'
2013-07-06 00:40:01 +02:00
arnastia
b5cc23d018
Try to guess GPU to differentiate pixel type to request in glReadPixels(); changed ConvertFromRGBA8888 to iterate linearly.
2013-07-05 02:31:31 +01:00
arnastia
7747fc9ca7
Some changes around pixel format conversion, should work on all cards and Android/OpenGL ES devices now (only fully tested on Nvidia); commenting and code cleanup.
2013-07-04 15:24:37 +01:00
arnastia
2e5e5e7a62
Pixel format switch (should work for both ATI/AMD and Nvidia);
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Code cleanup;
Update submodules.
2013-07-01 21:51:24 +01:00
arnastia
7824f3c09f
Merge remote-tracking branch 'upstream/master'
2013-07-01 18:59:44 +01:00
Unknown W. Brackets
0e5f741a48
Properly scale FBOs on copy to output.
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Fixes Tales of Destiny 2 and Star Ocean when buffered rendering is on.
Should only draw the top left 480x272.
2013-06-30 23:56:22 -07:00
arnastia
ad5df976bd
Blit framebuffers using screen aligned quads (buggy);
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Implement asynchronous framebuffer readback for OpenGL and optional CPU-side pixel format conversion (needs optimization);
Add OpenGL ES support (untested).
2013-06-28 14:48:36 +01:00
arnastia
4fa30ce6ec
Add support for reading framebuffers to memory.
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Signed-off-by: arnastia <arnastia@gmail.com>
2013-06-25 13:50:35 +01:00
Unknown W. Brackets
03cab6edf7
Centralize destruction of FBOs, use std::vector.
2013-06-23 08:19:36 -07:00
Henrik Rydgard
fcd9168ff9
Change vfbs_ back to a list for now.
2013-06-23 17:10:55 +02:00
Henrik Rydgard
67ef7fea3e
Various FBO-related fixes, hopefully reducing or removing the related crashes...
2013-06-23 17:05:59 +02:00
Henrik Rydgard
23ee9b8cd5
Add "Take Screenshot" to Windows version. Writes to "screenshots" subdirectory. No smart file naming yet.
2013-06-22 22:28:48 +02:00
Henrik Rydgard
2694343243
Another attempt at reusing bigger framebuffers. Doesn't solve everything but hopefully won't break much like the last attempt.
2013-06-20 22:19:20 +02:00
Henrik Rydgard
112f1b4901
Wipe all FBOs on device lost. May help app switching issues on Android.
2013-06-11 11:28:41 +02:00
Unknown W. Brackets
dbb2dfdcff
Invalidate FBOs when it's obvious they should be.
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This fixes videos not being visible in for example Star Ocean.
Most likely any games doing a copy directly from the mpeg decode.
2013-06-08 04:51:57 -07:00
Henrik Rydgard
0d0148dad3
Change check in DoBlockTransfer to catch some more videos.
2013-06-06 10:30:05 +02:00
Henrik Rydgard
9ae044de43
Keep a separate pointer for non-VRAM displayptr. Fixes GTA intro movie while still not breaking MotoGP.
2013-06-06 00:01:43 +02:00
Henrik Rydgard
443e9eca8e
DrawPixels: Avoid copying in the common case.
2013-06-05 23:32:04 +02:00
Henrik Rydgard
2221f221e3
Only create backing texture for DrawPixels when needed.
2013-06-05 23:03:23 +02:00
Henrik Rydgard
c5c3189436
Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
2013-04-27 20:06:31 +02:00
Unknown W. Brackets
c4a6224506
Don't decimate FBOs if none were used.
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Not sure why this is happening, but fixes #1260 .
2013-04-12 07:00:59 -07:00
Unknown W. Brackets
79e3c66514
Adjust FBO decimation to optimize for creation.
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But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Henrik Rydgard
b1108f3290
Respect the size of the current FBO when drawing. Some cleanup.
2013-03-16 00:40:37 +01:00
Henrik Rydgard
bef3ef7fac
Fix aspect ratio in unbuffered mode
2013-03-15 21:22:17 +01:00
Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
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This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Henrik Rydgard
28979e9250
Some work toward better FBO handling. Fixes some things, breaks some things..
2013-02-21 21:37:19 +01:00
Xele02
2a6af9b8a3
Add displayList debug dialog
2013-02-17 01:28:43 +01:00
Henrik Rydgard
ddfcf79fcd
Correct aspect ratio, adding black borders when necessary.
2013-02-12 22:09:41 +01:00
Henrik Rydgard
a0c0d6a977
Initial support for texturing from framebuffers.
2013-02-01 00:18:23 +01:00
raven02
d29245d007
Fix viewport resize
2013-01-31 19:19:45 +08:00