Commit graph

272 commits

Author SHA1 Message Date
danyalzia
12d15bc13e fix a clamping bug in pre-HD ATI/AMD drivers 2013-09-29 00:25:13 +05:00
Unknown W. Brackets
81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
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75f2995f25 Move some texture deindexing to GPU/Common/. 2013-09-27 22:46:07 -07:00
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b4b0b33f57 Move DXT decoding to GPU/Common/. 2013-09-27 22:46:06 -07:00
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eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
raven02
bdb9bcb27a Keep using the old report format 2013-09-21 10:13:30 +08:00
raven02
ed6e4b7764 Simplify the exact match return condition by inverse it . 2013-09-21 09:56:32 +08:00
The Dax
66d328175c Fix stupid typo. 2013-09-19 16:10:18 -04:00
The Dax
9dbcc282ff USING_GLES2 platforms: Fix build and fix a warning on Android. 2013-09-19 16:06:39 -04:00
raven02
b918dfdd98 Attach CLUT in buffered mode only while memory mode should be more accurate itself 2013-09-17 09:55:52 +08:00
Henrik Rydgard
5997cdf6ad Add clearly missing parenthesis, see #3776.
Update contributors list.
2013-09-16 08:09:27 +02:00
Unknown W. Brackets
ad4bd8ed74 softgpu: small optimization, precompute tex info. 2013-09-15 21:39:28 -07:00
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f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
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8ca31f7652 Round texture bufw down to nearest 16 byte mult. 2013-09-15 20:06:41 -07:00
Henrik Rydgård
b33f309228 Merge pull request #3767 from raven02/patch-7
Attemp to fix Kingdom Heart , Valkyrie Profile & Tales Of Phantasia
2013-09-15 16:03:15 -07:00
Henrik Rydgård
a7d0ea586f Merge pull request #3776 from raven02/patch-9
Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch)
2013-09-15 04:54:48 -07:00
Henrik Rydgard
cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
raven02
cda902f02a Attemp to fix Kingdom Heart , Valkyrie Profile & Tales Of Phantasia 2013-09-15 18:00:56 +08:00
raven02
500c401fb7 Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch) 2013-09-15 17:28:33 +08:00
Henrik Rydgård
d617a1079d Merge pull request #3691 from raven02/patch-20
Add and apply gstate.getTextureDimension(level)
2013-09-11 13:23:14 -07:00
raven02
89b2913455 Render-to-texture : Add | 0x04000000 to address 2013-09-09 06:20:54 +08:00
raven02
65564725e8 Render-to-texture : Update game list comments 2013-09-08 19:44:36 +08:00
raven02
de1264d239 Apply gstate.getTextureDimension(level) 2013-09-08 16:08:31 +08:00
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ca1168df3c Enable the G3D log on Windows by default. 2013-09-07 13:43:07 -07:00
Unknown W. Brackets
08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
raven02
b932f908d3 Make it invalid for subarea texture 2013-09-07 18:48:10 +08:00
Unknown W. Brackets
37c7b1a5c1 Check texture format changes even for renders. 2013-09-06 23:40:23 -07:00
Unknown W. Brackets
69e4b3487b Reuse framebuffers on format change. 2013-09-06 10:56:43 -07:00
Henrik Rydgård
20f6e4b0de Merge pull request #3640 from raven02/patch-12
Fix issue #2758 Tactics Ogre: Map flickering
2013-09-05 01:22:02 -07:00
Unknown W. Brackets
f5375b794b Fix dumb missing nullcheck. 2013-09-05 01:17:37 -07:00
raven02
7f5b87361e Fix issue #2758 Tactics Ogre: Map flickering 2013-09-05 15:07:48 +08:00
Henrik Rydgård
f349efbe14 Merge pull request #3549 from raven02/patch-35
Render-to-texture : Add affected game list as reference
2013-09-01 15:06:47 -07:00
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b5304cce57 Consider all framebuffers before settling. 2013-09-01 14:46:08 -07:00
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0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
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b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets
ac56a7ee65 Keep framebuffer sources alive.
Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets
49902ed4dc Factor out texture from framebuffer. 2013-09-01 11:40:35 -07:00
Unknown W. Brackets
81baa3b540 Properly handle invalid attachments. 2013-09-01 11:31:09 -07:00
raven02
04f6e309a9 Render-to-texture : Add affected game list as reference 2013-09-01 20:54:36 +08:00
raven02
d86d782ecd Apply auto-gen mipmapping to WIN32 2013-09-01 08:28:09 +08:00
raven02
7612335992 Minor fix 'useBufferedRendering' bool variable 2013-08-27 15:11:55 +08:00
raven02
284a3a7b44 Mipmapping only enable when texture scaling disabled 2013-08-25 14:43:03 +08:00
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5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
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7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets
c141e94fe9 Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
Unknown W. Brackets
1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00
raven02
7245164604 Change to AttachFramebufferValid() for suboffset textures 2013-08-22 11:31:39 +08:00
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5b5bee86dd Compare the right fb address for suboffset textures.
If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's graphics mostly.

Still seems to hang somewhat into the game...
2013-08-21 00:34:47 -07:00
Unknown W. Brackets
5461d63889 Backpeddle a bit on tex bufw alignment.
Maybe they're just minimums?
2013-08-19 23:57:29 -07:00
raven02
9e10239c9b Revert part of #3108 to avoid rendering garbage memory 2013-08-19 21:39:56 +08:00