Commit graph

58 commits

Author SHA1 Message Date
Henrik Rydgard
80702109f5 Move gpu vendor detection to native with the rest of the gl init.
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).
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.
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.
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.
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'
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);
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.
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);
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.
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.
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.
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.
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.
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