Commit graph

496 commits

Author SHA1 Message Date
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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
Luna
62a1023615 Add "Screen Scaling Filter" option 2014-08-08 20:51:15 +02:00
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0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
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3bf88a3c9a Disable tests and etc. when destroying framebufs.
Fixes #6678.  May fix problems loading savestates as well.
2014-08-03 18:45:36 -07:00
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bf01fd2185 Try to avoid false reporting of depthbuf reuse. 2014-07-13 11:59:45 -07:00
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d80d5beb71 Stop reporting blits when render mode is swapped. 2014-07-09 23:40:29 -07:00
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4a8d52ab1a Add a config option for the slow framebuf effects.
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
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be76846679 When applying the Danganronpa hack, force 5551.
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
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8ab33795b3 Delete temporary/blitting FBOs on device lost.
Fixes issues when the device goes to sleep with Danganronpa, block
transfers, etc.
2014-07-04 23:27:12 -07:00
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4cb8c414b0 Use the CPU for download on non-NVIDIA cards.
Fixes #6494.
2014-07-04 18:04:32 -07:00
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3a2d1ac28e Correct async packing alignment.
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
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6a4269b1d0 Disable dithering (which affects pixel download.)
Fixes #6494.
2014-07-04 14:10:20 -07:00
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be0340bb34 Fix crash when FBO_ARB is not available.
Experienced this on a Mac / SDL with a Radeon X1600.
2014-07-04 01:54:03 -07:00
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739c215d35 Stop reporting memcpy fbo upload/download. 2014-07-03 00:48:46 -07:00
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5db79dcf11 Fix some missing semicolons on log statements. 2014-06-29 19:09:37 -07:00
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63bcb65d96 Height can be equal, just not greater.
Oops.
2014-06-28 03:41:44 -07:00
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7d0aeb067a Make sure the conv buffer matches the used height.
May matter if bufferHeight > height.
2014-06-28 02:40:40 -07:00
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217d8d24ea Validate height better when downloading fbs. 2014-06-28 02:33:28 -07:00
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a33589b3e9 Optimize away bits in the stencil upload.
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
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ca2d9286e0 Notify the texcache when fb format changes.
Fixes #2094 again.
2014-06-24 00:14:56 -07:00
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ad060b992d Clear buffers right after creating them.
Seems like some drivers have trouble otherwise.
2014-06-23 00:17:35 -07:00