3642 Commits

Author SHA1 Message Date
Unknown W. Brackets
bc4b503601 Check same depth / overlap for glCopyImageSubData.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Fixes #8199.
2015-12-24 14:31:43 -08:00
Henrik Rydgård
949fc8fe51 Merge pull request #8282 from unknownbrackets/softgpu
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.
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.
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.
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.
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.
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
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.
Note: still statically disabled.
2015-11-27 16:09:57 -08:00
Unknown W. Brackets
1fb271a607 Enable EXT_blend_func_extended.
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.
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
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".
Also, add reporting.
2015-11-26 13:42:18 -08:00
Unknown W. Brackets
8e2557bafe Support render-to-clut, at least in some cases.
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
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.
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.
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
Make logic ops flush on GLES
2015-11-16 01:21:43 +01:00
Unknown W. Brackets
7e71bd653f Allow logic ops in GLES.
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.
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.
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
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.
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.
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.
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