Henrik Rydgard
8ef377c427
Some preparations towards framebuffer management improvements
2014-05-08 15:16:10 +02:00
Henrik Rydgard
fcf2498b11
Minor stuff from #6403
2014-05-08 10:46:19 +02:00
Henrik Rydgard
305e1652cb
Turn off glGetError in Framebuffer.cpp. Can be easily turned back on if needed.
2014-05-08 10:43:46 +02:00
Henrik Rydgard
2e56e0f122
Fix check for glBlitFramebufferNV
2014-05-08 10:40:36 +02:00
Henrik Rydgard
2b58f2657c
Merge branch 'patch-40' of github.com:raven02/ppsspp into raven02-patch-40
2014-05-08 10:00:00 +02:00
raven02
f98cf76b97
Use GL_NV_framebuffer_blit to handle depth copy
2014-05-05 12:19:31 +08:00
Unknown W. Brackets
ff25b9d20e
Oops, the vertexdecoder should read vertex alpha.
...
Copy/paste mistake... ugh.
2014-05-04 09:05:45 -07:00
Unknown W. Brackets
e8d5866e5a
Use SSE some in framebuffers to memory.
...
Since people are using it (even though it seems dangerous), might as well
make it faster. 6% better in Tales of Phantasia X.
2014-05-04 01:03:48 -07:00
Unknown W. Brackets
4475c99426
Fix GL errors / flicker in framebuf->mem.
...
Happens in Tales of Phantasia X, reported by Kingcom.
2014-05-03 20:20:40 -07:00
raven02
3d12a00fe1
Get rid of glstate.viewport.restore() for Mali/Adreno Soc
2014-04-23 22:47:59 +08:00
Unknown W. Brackets
f4458edc76
Avoid unbinding the current fbo on block transfer.
...
Improves God of War performance by 25% (at least in the demo.)
2014-04-13 21:11:17 -07:00
Unknown W. Brackets
6cfc61665d
Switch to a bitmask instead.
2014-04-13 14:45:55 -07:00
Unknown W. Brackets
4c1c694d4b
Use flags to avoid hashing textures when unchanged.
...
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.
Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets
0d59fc0d2e
Oops, forgot to reset the frame when unchanged.
...
Fixes #5861 .
2014-04-13 08:15:48 -07:00
Unknown W. Brackets
f462721394
Rather than only enlarging, watch for persistence.
...
If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
Unknown W. Brackets
1a53be45cc
When uploading video pixels, detect w/h by size.
...
Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video. Using the size gets us better.
In Wild Arms XF, the framebuffer is 512x512, but that's not right. It's
clear it should be 480x272.
2014-04-12 22:02:47 -07:00
Unknown W. Brackets
1f76adb7a3
If a larger framebuffer is needed, upgrade it once.
...
This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
Unknown W. Brackets
7c70d8b04e
Oops, remove some duplicate code.
...
Moved this to the inlined SetRenderFrameBuffer().
2014-04-01 02:09:21 -07:00
Unknown W. Brackets
e7639f666c
Ensure stuff run on every prim are inlined.
...
These both get a ton of calls and show up on profiles.
2014-03-30 00:42:26 -07:00
Unknown W. Brackets
be9194b887
Try harder to show a useful post shader error.
...
It's worth seeing the error quickly, but mostly will need to look at the
log.
2014-02-16 01:25:33 -08:00
Henrik Rydgard
8b6b491820
Remove obsolete outputWidth/outputHeight
2014-02-10 12:44:35 +01:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
...
Still using USING_GLES2 for, well, GLES2. But for things that are really
about mobile, we need a new define. Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
DanyalZia
afc36d557e
Properly show OSD information of resolution
2014-01-27 11:46:09 +05:00
DanyalZia
61a15c1465
Fix a bug where changing resolution wouldn't make a difference on a fly
2014-01-26 19:02:21 +05:00
Unknown W. Brackets
b034b992df
Only copy dirty depth buffers between FBOs.
...
We can remove this if/when we track them separately. This may break a
game that depends on the depth carrying over between several FBOs, but
that's not extremely likely.
This improves performance in Gods Eater Burst.
2014-01-24 01:44:24 -08:00
Unknown W. Brackets
9cfb8648c0
Keep a map of temporary buffers for self renders.
2014-01-20 07:54:40 -08:00
Unknown W. Brackets
c6dc6b46e5
Clear the duplicate FBO on shutdown.
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
b48de952fd
Duplicate framebuffers textured onto themselves.
...
This fixes #2917 .
I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
raven02
a132b54c01
Put depth copy as BindFramebufferDepth()
2014-01-20 22:02:20 +08:00
Unknown W. Brackets
b0a1340a80
Report block transfers we don't support.
...
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgard
c55578367f
Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
...
Will later replace with a multiselect of different sizes, or something more advanced
like multitouch drag & zoom of the screen to get it exactly where you want it.
2014-01-16 00:22:39 +01:00
Unknown W. Brackets
79864a5ee0
Fix some initialization order warnings.
2014-01-10 22:21:24 -08:00
Henrik Rydgard
ad951bc0d4
Symbian buildfix
2014-01-06 19:21:27 +01:00
Henrik Rydgard
43a93f086d
Enable depth buffer copies on GLES3 devices without breaking any desktop
2014-01-06 18:03:57 +01:00
Henrik Rydgard
aaf219d063
Only copy the depth buffer if the framebuffer size matches.
2014-01-05 13:00:57 +01:00
Unknown W. Brackets
2a56c76f55
Fix crash in non-buffered rendering.
2014-01-04 17:29:00 -08:00
Unknown W. Brackets
202842d690
On desktop, blit depth when not cleared.
...
Workaround for #1283 , makes Jeanne d'Arc playable.
2014-01-04 11:27:01 -08:00
Henrik Rydgård
431395eceb
Merge pull request #4905 from raven02/patch-23
...
Bind framebuffer to 0 if framebuffer status is incomplete
2014-01-03 03:47:42 -08:00
raven02
6467c70f08
Exclude PowerVR chipset only
2014-01-02 19:21:22 +08:00
raven02
e84a7b1586
Viewport restore only for Adreno GPU
2014-01-02 12:17:41 +08:00
Henrik Rydgard
91531a9792
Get rid of "ATIClampBug", it's not a bug, it's just lack of full non-pow-2 texture support
2014-01-02 00:09:01 +01:00
Henrik Rydgard
a9832fb79a
Set cleardepth the traditional way on desktop.
2014-01-01 23:40:35 +01:00
W.MS/王京
032f40b5a1
fix the typo, maybe
...
LOL
2014-01-02 01:30:24 +08:00
raven02
5d05b4f16a
ClearBuffer(): Clear depth to 1.0
2014-01-01 22:49:50 +08:00
Henrik Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
raven02
cf50ace328
bind framebuffer to 0 if framebuffer status is incomplete
2013-12-22 16:03:39 +08:00
raven02
4f81d97624
emnu fix#2
2013-12-21 16:18:38 +08:00
Henrik Rydgård
34f2f5db98
When drawing the displayed FBO to the screen, always use bilinear.
...
Might want to make this an option in the future.
2013-12-16 16:04:08 +01:00
Unknown W. Brackets
a2d91ee26d
softgpu: Don't mask out so much of fb stride.
...
Seems like anything from 4 is supported in 8888, most likely it just needs
to align to 16 bytes. Values above 1024 work, but e.g. 2044 seems buggy.
Fixes the map on Hexyz Force (rendered at 80 stride.)
2013-12-15 11:59:24 -08:00
raven02
5c6dbb8a31
Restore viewport when switching render targets
2013-12-14 04:14:59 +08:00