Unknown W. Brackets
bc4b503601
Check same depth / overlap for glCopyImageSubData.
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Differing depths can happen with the blit that's used for the download
with GPU color conversion.
2015-12-30 10:27:18 -08:00
Unknown W. Brackets
3e173d14bd
Oops, unset VAO in softgpu after use.
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It can bleed over and cause UI to not render properly.
2015-12-30 10:25:47 -08:00
Unknown W. Brackets
f982e777e5
Stop logging alphatested draws for debug stats.
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Measured a small perf hit here, and we're not really using these stats
much anymore.
2015-12-30 10:24:54 -08:00
Unknown W. Brackets
842ff4000f
Skip CopyImageSubData when blit is outside FBO.
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Otherwise, it will simply fail. See #7525 (comments in 2015-12.)
2015-12-28 22:23:07 -08:00
Unknown W. Brackets
c3a0c14f39
Prevent leaking VBOs on shutdown also.
2015-12-28 14:13:24 -08:00
Unknown W. Brackets
f2410e2110
Oops, actually free old vertex cache buffers.
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And reuse them, since, why not?
2015-12-28 14:13:24 -08:00
Unknown W. Brackets
675efe99b3
Use the new way for GL_EXTENSIONS in reporting too.
2015-12-28 14:13:23 -08:00
Unknown W. Brackets
8aed1c5f8e
Decimate buffer names less frequently.
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Sometimes there can be a lot, so let's decimate in chunks, and only based
on memory pressure.
2015-12-28 14:13:22 -08:00
Unknown W. Brackets
d39c8a5994
Decimate buffer objects less often.
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I think it was previously deleting used objects, oops.
2015-12-28 14:13:21 -08:00
Unknown W. Brackets
199d8ac0c0
Reuse buffers of the same size for dynamic data.
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This is a lot faster than changing their sizes all the time.
2015-12-28 14:13:20 -08:00
Unknown W. Brackets
517d5b7562
Warn when an upscaling shader is being used.
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Otherwise it's potentially confusing that it doesn't change. See #8310 .
2015-12-27 12:05:12 -08:00
Unknown W. Brackets
f415c74358
Also fix padding for DisplayList on iOS.
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Fixes #8199 .
2015-12-24 14:31:43 -08:00
Henrik Rydgård
949fc8fe51
Merge pull request #8282 from unknownbrackets/softgpu
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softgpu: Round tex coords properly for nearest
2015-12-21 23:52:34 +01:00
Unknown W. Brackets
941988cde4
Correct prescale issues with render-to-texture.
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Still need to apply the scaling of the texture coordinates here (or
somewhere, maybe we prescale that as well? Except it's figured later on
in the process...)
2015-12-20 21:13:43 -08:00
Unknown W. Brackets
2e0f9e5603
Apply prescale to generated UVs with speedhack.
2015-12-20 20:47:36 -08:00
Unknown W. Brackets
c6cc5a5f45
softgpu: Support prescale UV properly.
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It can be turned on and has effect, so we need to handle it.
2015-12-20 20:46:02 -08:00
Unknown W. Brackets
063a980094
softgpu: Round tex coords properly for nearest.
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Fixes off-by-one errors in rendering certain textures.
2015-12-20 17:03:09 -08:00
Unknown W. Brackets
27ad8185e3
Add flag for core GL contexts.
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Since using VBOs all the time is slower.
2015-12-19 09:18:35 -08:00
Unknown W. Brackets
164594b044
Use a VAO for all drawing, and VBOs throughout.
2015-12-19 09:18:34 -08:00
Unknown W. Brackets
0485f1bd96
softgpu: Use a VAO for copying to screen.
2015-12-19 09:18:32 -08:00
Unknown W. Brackets
003d1ea0f3
Correct glReadPixels() from offset.
2015-12-12 21:21:38 -08:00
Unknown W. Brackets
fbc4b4e7a1
Use glCopyImageSubData() when it's available.
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There's 4 different extensions providing this functionality. NV is
supported on desktop and mobile, EXT/OES on mobile, and ARB on desktop.
Mostly these are only supported by desktop cards and NVIDIA mobile.
Good improvement in performance on NVIDIA when blit is called a lot, since
it doesn't need to rebind anything or change state. Example is in desert
city in Tales of Phantasia.
2015-12-06 10:39:21 -08:00
Henrik Rydgård
4bb36b0e79
Merge pull request #8243 from unknownbrackets/gpu-blend
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Enable EXT_blend_func_extended
2015-12-06 18:36:45 +01:00
Unknown W. Brackets
308a948169
Explicitly set row length for glReadPixels().
2015-12-06 09:18:37 -08:00
Unknown W. Brackets
a2d228a729
Remove more USING_GLES2 ifdefs.
2015-12-06 09:08:38 -08:00
Unknown W. Brackets
33e37f4cd3
Use qualifier for GLES3 framebuffer fetch.
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Note: still statically disabled.
2015-11-27 16:09:57 -08:00
Unknown W. Brackets
1fb271a607
Enable EXT_blend_func_extended.
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Not really tested.
2015-11-27 16:01:25 -08:00
Henrik Rydgard
01669cbd92
Hide the "Internal resolution" etc static display unless FPS counter is on.
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Seems fairly related and I don't want to add more options.
2015-11-27 00:17:14 +01:00
Henrik Rydgård
5827b583d3
Merge pull request #8240 from unknownbrackets/clut-render
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Initial CPU side render-to-clut handling
2015-11-27 00:08:08 +01:00
Unknown W. Brackets
1339f6b1f3
Report formats on usage of rendered clut.
2015-11-26 14:31:46 -08:00
Unknown W. Brackets
3965cba187
Disable clut render for now as a "slow effect".
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Also, add reporting.
2015-11-26 13:42:18 -08:00
Unknown W. Brackets
8e2557bafe
Support render-to-clut, at least in some cases.
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This is pretty much only tested with Brave Story. See #6754 .
There may be other cases which are not handled yet.
2015-11-26 13:31:17 -08:00
Henrik Rydgård
63dcc56bc6
Merge pull request #8236 from unknownbrackets/warnings
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Warning fixes
2015-11-26 13:07:31 +01:00
Unknown W. Brackets
a7b4c38464
Move some common files into MSVC filters.
2015-11-25 19:36:21 -08:00
Unknown W. Brackets
7a9bdee0a7
softgpu: Pass in the right value for fog.
2015-11-25 16:11:53 -08:00
Unknown W. Brackets
7bfe100b0f
Fix some unused variable warnings.
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The CheckAlpha one looks like it will matter.
2015-11-25 16:11:53 -08:00
Unknown W. Brackets
c90559262b
Software: clamp inverse factors to zero.
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Just to make sure we don't end up with negative factors when
adding/subtracting/etc.
2015-11-19 06:48:37 -08:00
Unknown W. Brackets
c22953a4b9
Treat invalid blend factors as fixed consistently.
2015-11-19 06:48:06 -08:00
Unknown W. Brackets
eb5072bba5
Warning fixes.
2015-11-18 21:56:05 -08:00
Henrik Rydgard
e3d2c65ba0
D3D fixes
2015-11-18 12:25:54 +01:00
Henrik Rydgard
af33011fd3
Buildfix
2015-11-18 12:13:36 +01:00
Henrik Rydgard
758ec5a027
Avoid clearing the backbuffer before actually doing any rendering to fbo on every frame - instead, clear when stretching the framebuffer into place. May save quite a bit of bandwidth on tiler GPUs with naive GL drivers.
2015-11-18 12:13:35 +01:00
Henrik Rydgård
563ad0fa10
Merge pull request #8219 from unknownbrackets/gpu-logicop
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Make logic ops flush on GLES
2015-11-16 01:21:43 +01:00
Unknown W. Brackets
7e71bd653f
Allow logic ops in GLES.
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We have a backup plan for them now, so they need to flush.
Fixes #2917 .
2015-11-15 15:06:37 -08:00
Unknown W. Brackets
2ed8aab2d7
Avoid direct refs to OES_texture_npot.
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So that we can control it centrally in GLES_GPU.
2015-11-15 15:06:09 -08:00
Unknown W. Brackets
ec79dacc35
Correct weight count display for no weights.
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This was causing it to always say unknown weights since the +1 on
weightCount.
2015-11-15 15:03:14 -08:00
Henrik Rydgård
5b21c1aa39
Merge pull request #8174 from hrydgard/remove-option-depthrangehack
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Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
2015-11-15 23:05:20 +01:00
Henrik Rydgard
4b360a571c
Remove the depth range hack option, turning it into an ugly game specific compatibility hack.
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I hate doing this, but it's not really better off as an option.
See #8171
2015-11-15 23:00:25 +01:00
Unknown W. Brackets
010a7ac1af
Correct state leakage on shader blend/self render.
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This makes #2917 look right on desktop with blit and logic ops disabled.
2015-11-15 13:12:29 -08:00
Unknown W. Brackets
bf7f07f918
Optimize inverse blending modes, where possible.
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Also, take advantage of cases where we can double src and src.a in the
shader, which can in some cases get us closer to accurate.
2015-11-14 12:37:32 -08:00