Commit Graph

2143 Commits

Author SHA1 Message Date
Henrik Rydgård
5f6c083a3e Merge pull request #6315 from unknownbrackets/framebuf-estimate
Avoid shrinking buffer w/h in throughmode
2014-06-14 11:06:37 +02:00
Unknown W. Brackets
119edd34e6 Avoid shrinking buffer w/h in throughmode.
Since they could overdraw and we already scissor.
2014-06-14 01:56:34 -07:00
Henrik Rydgård
036cde7768 Merge pull request #6313 from unknownbrackets/gpu-minor
Implement in-shader blending on gles2 / gl2
2014-06-14 09:21:30 +02:00
Henrik Rydgård
5fa331bb56 Merge pull request #6310 from hrydgard/deferred-scaling
Limit the amount of texture scaling done per frame to reduce stutters
2014-06-14 08:59:40 +02:00
Unknown W. Brackets
444128dcdd Support NEVER alpha/color tests. 2014-06-13 23:44:40 -07:00
Unknown W. Brackets
1d9f7b04fc Implement in-shader blending on gles2 / gl2.
I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
673e92927a Avoid an infinite loop on small heights. 2014-06-13 23:37:08 -07:00
Henrik Rydgard
4e81eadc88 Minor cleanup in texcache 2014-06-14 00:18:37 +02:00
Henrik Rydgård
2f86e3e021 Clear STATUS_TO_SCALE at a better place 2014-06-13 23:01:40 +02:00
Henrik Rydgård
ea9f8d8bf3 Comment out the deferred scaling logs. 2014-06-13 22:11:25 +02:00
Henrik Rydgård
c0c058937f Limit the amount of texture scaling done per frame, to reduce stutters
Scaling causes really bad stutters in some games on some hardware.

This should also reduce the impact of pathological cases like the first
boss of FF Type-0 to be more bearable.
2014-06-13 22:07:26 +02:00
Unknown W. Brackets
f84650b6be Report possible textures at subareas > 32.
For the ones outside the hack 0x04110000 range.
2014-06-13 09:19:51 -07:00
Unknown W. Brackets
ac6cbf3524 Take the nearest fbo for a y-offset memcpy(). 2014-06-13 08:45:26 -07:00
Unknown W. Brackets
392897d447 Allow oversized gpu memcpys.
Seems to happen in Mana Khemia, where it uses h=384, but it looks
legitimate.
2014-06-13 08:42:58 -07:00
Unknown W. Brackets
00651ceea1 Support gpu memcpy/memset line-by-line.
Fixes some glitches in Final Fantasy Tactics, which uses memset line by
line (at width, not stride.)

Should still be relatively safe, unless a buffer is detected as too tall.
The memcpy() will still happen anyway.
2014-06-13 08:36:02 -07:00
Unknown W. Brackets
dad1bf41f7 Avoid making FBO copies in the debugger.
When it binds the texture preview.  Not needed.
2014-06-13 08:35:12 -07:00
Henrik Rydgård
3da962f585 Merge pull request #6300 from unknownbrackets/gpu-blocktransfer
Try to handle more block transfer / tex render cases
2014-06-12 20:34:26 +02:00
Unknown W. Brackets
025b92593a Just don't use render-to-text format mismatches.
This already excludes CLUTs.
2014-06-12 07:46:56 -07:00
Unknown W. Brackets
1a25456e52 Detach a format mismatch that's not rendering.
Assume we'd be better off reading ram.
2014-06-12 00:48:21 -07:00
Unknown W. Brackets
89206a8a09 Allow render-to-tex with > 16 y offset.
Trying to keep it cautious in case our sizes are wrong.
2014-06-12 00:41:42 -07:00
Henrik Rydgård
89bbc90678 Merge pull request #6299 from unknownbrackets/gpu-blocktransfer
Track framebuffer memory dirty more carefully
2014-06-12 09:01:38 +02:00
Henrik Rydgård
65153b55fa Never detach shaders as some drivers may have broken semantics. May help #6294
(you're supposed to be able to detach them after link)
2014-06-12 08:58:14 +02:00
Unknown W. Brackets
9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets
b9f805c71f Fix graphical artifact in Jeanne d'Arc world map.
We need to use the last set render framebuffer, not the current one at
copy to output.
2014-06-11 00:54:54 -07:00
Unknown W. Brackets
efc2de41ae Ignore depth buffers with stride = 0.
They're clearly not being used.
2014-06-11 00:40:47 -07:00
Unknown W. Brackets
c49ba888b5 Flush draws before doing any block transfers.
Otherwise, we might flush on top, or we might download the wrong thing.
2014-06-11 00:28:28 -07:00
Unknown W. Brackets
dd4b191003 Correct Gods Eater Burst tex download size.
Probably takes care of #6289, although it doesn't crash for me.
2014-06-10 22:59:08 -07:00
Henrik Rydgard
3e97713d16 Revert "Remove option" (disable alpha test)
Fixes issue #6286.

This reverts commit d2ce635bbf.
2014-06-10 23:13:42 +02:00
Henrik Rydgard
34b5a1c2f3 Disable precision qualifiers on desktop GL 2014-06-10 22:44:53 +02:00
Unknown W. Brackets
adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Unknown W. Brackets
5bd1d9d009 Avoid corrupting mem if our framebuf size is wrong.
Let the size specify the framebuffer height, which we are most likely to
have gotten wrong.
2014-06-10 00:15:05 -07:00
Unknown W. Brackets
d5aae5a705 Match block transfer address even when uncached.
Rhythm8 for example uses an uncached address for the dest framebuffer.
2014-06-09 23:28:54 -07:00
Unknown W. Brackets
ef12694c4b Don't update render tex x/y offset unless matched.
Sometimes we have false matches, they should be skipped.  Fixes some bloom
that is off in some games.
2014-06-09 22:45:14 -07:00
Sacha
9d9d135176 Symbian buildfix, x11 linker order 2014-06-10 15:33:30 +10:00
Sacha
87c7b31e77 Qt: Mac arch detection workaround on Qt4. Fix a conflict. 2014-06-10 15:11:25 +10:00
Henrik Rydgard
e01f8232bd Try the quickfix proposed for 6272 at 1080p, works nicely.
Might want to do something more ambitions, too, allowing minor crops
on more resolutions...
2014-06-09 21:22:12 +02:00
Henrik Rydgard
339c4d7dc3 Fix a bunch of typos breaking various utility shaders on GLES
Fixes white shadows in FF-Type 0 on Tegra, as mentioned in #6268
2014-06-09 19:15:45 +02:00
Sacha
e57ae29e4a Symbian: Switch to GCC 4.7.3. Blackberry: Switch to GCC 4.8.2 2014-06-09 23:49:30 +10:00
Henrik Rydgård
8bef7c64b1 Merge pull request #6262 from unknownbrackets/framebuf-estimate
Assume 512 tall framebuffers are wrong too
2014-06-09 13:02:57 +02:00
Unknown W. Brackets
f801123849 Correct some depal format reporting. 2014-06-08 23:28:55 -07:00
Unknown W. Brackets
1bd44fd4e2 Typo. 2014-06-08 23:21:16 -07:00
Unknown W. Brackets
63e0d47de6 Report unsupported RGB and a/stencil masks. 2014-06-08 22:45:59 -07:00
Unknown W. Brackets
3884550c7b Remove a few TODOs that aren't relevant anymore. 2014-06-08 22:35:48 -07:00
Unknown W. Brackets
375bc34c4b Skip direct blocktransfer draw in buffered.
It isn't needed anymore, and causes glitches in Tales of Phantasia X.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets
125a440e71 Try scissor/region height if viewport is == 512.
Fixes Tales of Phantasia X menu in towns, where it uses a 480 tall
framebuffer but specifies a 512 tall viewport.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets
5fd0adcb6a Fix framebuf blit on resize. 2014-06-08 17:30:50 -07:00
Unknown W. Brackets
fdf15cf05f Fix intra-buffer blit at non-1x resolutions.
Oops.
2014-06-08 16:26:47 -07:00
Henrik Rydgård
019757a2b8 Merge pull request #6260 from unknownbrackets/gpu-blocktransfer
Fix block transfer download with bpp mismatch
2014-06-09 00:15:25 +02:00
Unknown W. Brackets
3a0cce575c Fix block transfer download with bpp mismatch.
Pretty sure this will take care of #6258.
2014-06-08 15:05:10 -07:00
Henrik Rydgård
89667a870b Merge pull request #6259 from unknownbrackets/fbtex-offset
Apply byte offset when using rendered textures
2014-06-08 23:34:22 +02:00
Unknown W. Brackets
b163ab9203 Use an extra shader id bit to skip offsetting.
Since the vast majority of the time it will be 0.
2014-06-08 14:28:18 -07:00
Unknown W. Brackets
865941a66d Ignore needShaderTexClamp when not texmapping. 2014-06-08 14:27:57 -07:00
Unknown W. Brackets
acab898be0 Keep track of x/y offset for render-to-tex.
Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Henrik Rydgard
9c799b773d Don't use glTexStorage2D, see issue #6075
Probably didn't help much anyway.
2014-06-08 18:36:18 +02:00
Henrik Rydgård
fe58f8daa9 Merge pull request #6254 from unknownbrackets/framebuf-clamp
Correct framebuf clamping, tex projection from framebuf
2014-06-08 11:22:38 +02:00
Henrik Rydgård
be02ea7769 Merge pull request #6255 from unknownbrackets/gpu-blocktransfer
Enable "simulate block transfer" by default
2014-06-08 11:15:22 +02:00
Henrik Rydgard
4b9823c0ea Let's see if there are any remaining fog INF/NAN issues out there 2014-06-08 11:06:34 +02:00
Unknown W. Brackets
4effd15fcb Support Grand Knight History's line-by-line xfer.
This is a bit hacky, but what it's doing at least makes sense enough to
heuristically detect.  Still trying to avoid misdetecting God of War.
2014-06-07 23:59:34 -07:00
Unknown W. Brackets
3f8ef6dacd Ensure stride in bytes matches FBO up/download.
Even if we should do the copy, we'll currntly use the wrong x/y/w/h.
This fixes incorrect uploads in God of War, which hurt performance a lot.

Unfortunately, in this game there's zero information to tell us the right
size of some small temp framebuffers it uses, so we overestimate their
sizes and the block transfer appears to fall into range.
2014-06-07 22:40:41 -07:00
Unknown W. Brackets
ed39bb7a9c When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets
da438b7c68 Fix clamping to the correct texel.
This fixes things when edges bleed in from a larger framebuffer.  We need
to clamp to the internal texels of the range.
2014-06-07 19:30:46 -07:00
Unknown W. Brackets
7226aad903 Don't allow the buf name cache to get too full. 2014-06-07 16:28:24 -07:00
Unknown W. Brackets
5f521bcfb0 Reuse buffer objects when possible.
glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00
Unknown W. Brackets
4971206e92 Allocate vertexcache buffer names in chunks.
Partially implements #6045.
2014-06-07 16:15:37 -07:00
Unknown W. Brackets
0896c3412d Allocate textures names in blocks.
May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
2014-06-07 16:13:53 -07:00
Unknown W. Brackets
33b4cc2bcc Apply clamp and wrap to tex projection as well.
Not sure if this is the correct method or not, since it doesn't really
work properly right now.
2014-06-07 14:19:53 -07:00
Unknown W. Brackets
cc841bbe4c Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Unknown W. Brackets
a53f165c06 Oops, update render size when resizing down too.
Hopefully #6247.
2014-06-07 06:26:03 -07:00
Unknown W. Brackets
d8e98786f7 Oops, fix logging on FBO creation. 2014-06-07 01:35:39 -07:00
Unknown W. Brackets
cda98334f8 Fix some crashes when switching rendering mode. 2014-06-07 00:52:58 -07:00
Henrik Rydgård
2696710dbd Merge pull request #6245 from unknownbrackets/gpu-minor
Support displaying from an offset in a framebuf
2014-06-07 09:25:29 +02:00
Unknown W. Brackets
2a2935003d Oops, fix stencil upload at non-1x resolutions. 2014-06-07 00:18:49 -07:00
Unknown W. Brackets
0bbeab28ec Verify fbo exists when copying depth.
Should fix #5343 based on stack trace.
2014-06-06 22:35:34 -07:00
Unknown W. Brackets
7a299fb1f2 Avoid displaying a wrong-format framebuf. 2014-06-06 21:11:58 -07:00
Unknown W. Brackets
8ec87040df Detect staggered/interleaved rendering.
Not sure why you'd do this, maybe to simultaneously render?  Should help
the Silent Hill games which seem to do this.
2014-06-06 21:08:14 -07:00
Unknown W. Brackets
8d1b3ae7aa Fix a vertexdec crash from the ge debugger. 2014-06-06 21:06:29 -07:00
Unknown W. Brackets
171629ba48 Separate fbo resize logic from creation. 2014-06-06 20:54:16 -07:00
Henrik Rydgård
96787a95d7 Merge pull request #6239 from unknownbrackets/bof3-workaround
Try to workaround Breath of Fire 3's render-to-tex
2014-06-06 20:42:13 +02:00
Unknown W. Brackets
48d0b8fb0b Fix a crash in non-buffered rendering. 2014-06-06 10:28:18 -07:00
Unknown W. Brackets
3d8f078b6c Try to workaround Breath of Fire 3's render-to-tex.
It renders to two areas but textures with a high V to reach the second
texture.  We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
Henrik Rydgard
a64fe6324a Remove report I don't think we need anymore 2014-06-05 21:18:08 +02:00
Unknown W. Brackets
5ab416981c Ignore vfb->format for older display buffers.
Fixes video in Tales of Phantasia X.
2014-06-05 00:29:32 -07:00
Unknown W. Brackets
115b959ef7 Stop clearing the buffer after blitting to it.
This only appeared to work because destroying an fbo unbinds the active
one.
2014-06-05 00:29:04 -07:00
Unknown W. Brackets
42eb4c978a Support block transfer bpp mismatch on gles2.
When we don't have GLES2.
2014-06-05 00:14:31 -07:00
Unknown W. Brackets
eda5d785fa Don't rebind if there's nothing to rebind. 2014-06-04 00:58:44 -07:00
Unknown W. Brackets
d111a8d3ff Remove video size hack when uploading fb data.
Seems like this was only helping because we were stretching some
framebuffers before, it only causes problems now.
2014-06-04 00:21:52 -07:00
Unknown W. Brackets
e67c2e7328 No need to report this anymore, hopefully. 2014-06-03 22:54:36 -07:00
Unknown W. Brackets
7839f39c13 Allow block xfer upload when using read fb to mem. 2014-06-03 22:52:32 -07:00
Unknown W. Brackets
8b46faed50 Implement intra-buffer block transfer. 2014-06-03 22:51:16 -07:00
Unknown W. Brackets
fcb70a00b3 Fix incorrect scale in fbo download.
This caused some videos and scenes to show at the wrong resolution.
2014-06-03 22:29:42 -07:00
Unknown W. Brackets
b9652c2112 Ignore sizes with unreasonable heights.
God of War sets region to 1024x1024, but doesn't draw in that whole space.
2014-06-03 07:52:05 -07:00
Henrik Rydgård
e6d3a9c1b6 Merge pull request #6211 from unknownbrackets/framebuf-estimate
Another attempt at framebuffer size estimate changes
2014-06-03 10:50:21 +02:00
Unknown W. Brackets
238bdce2b8 Detect if framebuffer clut uses alpha.
It's not a perfect check but it may allow skipping alphatests sometimes.
2014-06-03 01:06:02 -07:00
Unknown W. Brackets
bf788e278d Change CheckAlpha() to apply to any pixel data.
For example, cluts.  But not yet, just changing it here.
2014-06-03 00:59:34 -07:00
Unknown W. Brackets
a18eceac71 Don't skip alpha in 565/clut framebuffers textures. 2014-06-03 00:45:15 -07:00
Unknown W. Brackets
b069462bea Relax display buffer / GetVfbAt() requirements.
Castlevania actually uses a display buffer of 420, it seems.  Since we no
longer allow multiple FBOs at the same address, this should be safe.
2014-06-02 22:51:37 -07:00
Unknown W. Brackets
304d372f48 When clamping height to 512, try region/scissor. 2014-06-02 21:46:22 -07:00
Unknown W. Brackets
78c83e122d Force 481x273 to 480x272, it's seen in a few games. 2014-06-01 23:47:37 -07:00
Unknown W. Brackets
3021640897 Correct widths in stencil upload too. 2014-06-01 21:24:33 -07:00
Unknown W. Brackets
c2ccfd5629 Stop stretching things to the FBO size.
Instead, draw in the top corner.  This way, even if framebuffers get
smaller things stay consistent.
2014-06-01 21:20:04 -07:00
Sacha
319c0efcb2 Remove MAY_HAVE_GLES3 2014-06-02 12:08:49 +10:00
Unknown W. Brackets
cfb21707b6 Take the tallest estimate, scissor may be short.
Even if it's wider but short, it should not reduce the height of the
buffer.
2014-06-01 18:45:25 -07:00
Unknown W. Brackets
d64d2afcb3 Don't allow a zero framebuf stride in estimation. 2014-06-01 18:45:03 -07:00
Unknown W. Brackets
a351a42041 Cleanup some old comments/code. 2014-06-01 14:00:58 -07:00
Unknown W. Brackets
d03397f056 Blit framebuf contents when resizing.
This avoids a blink when sizing up.
2014-06-01 13:53:34 -07:00
Unknown W. Brackets
32439bc006 Recreate framebuffers when they get bigger.
To avoid cases where they remain too small, and to make sure size always
matches up sanely.
2014-06-01 13:53:27 -07:00
Unknown W. Brackets
73234941e1 Consider stride more when determining fb size. 2014-06-01 13:50:37 -07:00
Unknown W. Brackets
003f20c694 Allow scissor, but not depthtest during glClear().
Improves #6210.
2014-06-01 10:34:57 -07:00
Unknown W. Brackets
111b624000 Oops, this will give the right alpha of course.
Although it may not be exactly the same for 4444/5551.
2014-06-01 10:26:41 -07:00
Unknown W. Brackets
c79d0a2e3c Correct alpha in stencil upload, avoid blending.
Docs say blending is slower than masking, makes sense.
2014-06-01 08:47:53 -07:00
Henrik Rydgård
0c7c736522 Merge pull request #6205 from unknownbrackets/replace-funcs
Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Henrik Rydgård
3c521c3f88 Merge pull request #6209 from unknownbrackets/gpu-blocktransfer
Also check for x offsets within block transfers
2014-06-01 12:10:07 +02:00
Unknown W. Brackets
bc618fdb6c Also check for x offsets within block transfers.
Grand Knights History does these too, not just y offsets.  Why does it
bother when block transfer let's you specify the coordinates so exactly?
2014-06-01 02:33:44 -07:00
Unknown W. Brackets
68e5be9381 Doesn't look like these need to use depth/stencil.
May save a bit of VRAM/RAM.
2014-06-01 01:03:44 -07:00
Unknown W. Brackets
3e8442c371 Decimate temporary FBOs after not being used. 2014-06-01 01:03:43 -07:00
Unknown W. Brackets
0846673dc3 Track temporary-use FBOs all in FramebufferManager.
This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets
4195eac04f Get rid of depalFBOs when overwriting textures.
Just in case they are not always used as framebuffers.  We set to 0 later
anyway.
2014-06-01 01:03:04 -07:00
Unknown W. Brackets
4461c7e3c4 Oops, remove an old wrong comment. 2014-05-31 22:07:43 -07:00
Unknown W. Brackets
097ab53952 Enable the glClear() optimization.
It seems to help and so far have not noticed any problems.
2014-05-31 22:07:42 -07:00
Unknown W. Brackets
580143e5e2 Disable vertex arrays before depal as well. 2014-05-31 22:07:42 -07:00
Unknown W. Brackets
e109a547ae Disable vertex arrays not in use. 2014-05-31 22:07:41 -07:00
Unknown W. Brackets
bd67cdab3f Add basic decimation to the depal clut cache. 2014-05-31 22:07:41 -07:00
Unknown W. Brackets
b308aaad03 Update disabled IsReallyAClear() code.
Not sure if there's still something wrong about depth.
2014-05-31 22:07:40 -07:00
Unknown W. Brackets
66fff0601d Upload stencil by bit rather than by value.
Still not the most optimal way, probably, but this was an easy change.
2014-05-31 21:48:12 -07:00
Unknown W. Brackets
7c87138915 Disable the last shader properly. 2014-05-31 21:48:12 -07:00
Unknown W. Brackets
21c1c635d8 Add support for 4444/5551/8888 stencil upload. 2014-05-31 21:48:11 -07:00
Unknown W. Brackets
089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
e477a765e1 Scale bits better in MakePixelTexture(). 2014-05-31 21:48:08 -07:00
Unknown W. Brackets
c142207a93 Fix a few warnings, mostly type comparisons. 2014-05-31 21:42:57 -07:00
Henrik Rydgård
fd19b8d271 Merge pull request #6197 from unknownbrackets/replace-funcs
Function replacement hooks and some GLES compat replacements
2014-05-31 20:30:30 +02:00
Unknown W. Brackets
1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
Sacha
85c42e6932 Switch to libpng17 to resolve NEON issue on iOS + other bug fixes. 2014-05-31 04:36:35 +10:00
Unknown W. Brackets
192945fc71 Allow a memcpy upload in non-buffered rendering. 2014-05-30 09:44:14 -07:00
Unknown W. Brackets
da25de6970 Support block transfer uploads in non-buffered. 2014-05-30 09:25:36 -07:00
Unknown W. Brackets
766968e942 Don't use shader blending without buffers.
Ugh, making ComputeFragmentShaderID() slower again...
2014-05-30 09:01:22 -07:00
Unknown W. Brackets
aecd5bf250 Support render-to-self on GLES2. 2014-05-30 08:53:22 -07:00
Henrik Rydgard
d4c7922c25 framebuffer-clut: Fixes to ES 2.0 path, slight simplification to ES 3.0 path 2014-05-29 12:30:07 +02:00
Unknown W. Brackets
bf5946203d Fix a couple typos, oops.
Framebuffer one probably broke Grand Knights History some, depal one
probably broke some clut stuff.
2014-05-28 00:19:51 -07:00
Henrik Rydgard
06fda72701 framebuffer-clut fixes for ES2 2014-05-28 08:47:54 +02:00
Henrik Rydgard
44d9af9222 Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
Unknown W. Brackets
29a9ff369e Make a note when we need to reset the shader.
Hmm, not sure this is the cleanest way.
2014-05-27 22:12:25 +02:00
Unknown W. Brackets
14c081904c 5650 is also simple alpha. 2014-05-27 22:12:24 +02:00
Unknown W. Brackets
5f99f663ef Avoid duplicating an FBO when depaletizing it. 2014-05-27 22:12:23 +02:00
Unknown W. Brackets
126ed25a48 Correct clut depal indexing. 2014-05-27 22:11:20 +02:00
Unknown W. Brackets
5ac6fae8bb Validate framebuffer clut shaders on use.
When their parameters are actually the ones we are going to use.
2014-05-27 22:11:20 +02:00
Unknown W. Brackets
7ee6546609 Cache clut textures based on clut format.
Since we would end up with a different palette (size, interpretation of
bits, etc.)
2014-05-27 22:11:19 +02:00
Unknown W. Brackets
aa32bd6aa4 Also disable the logic op when rendering FB w/clut. 2014-05-27 22:11:18 +02:00
raven02
608d43898d Remove AlphaMaskHack 2014-05-27 22:11:18 +02:00
Henrik Rydgard
d90da45a76 On PC, OpenGL 3.3 is enough for the new path, don't need ES 3 full compat. 2014-05-27 22:10:37 +02:00
raven02
e2a4e13e38 Small one , not a big deal 2014-05-27 22:10:37 +02:00
Henrik Rydgard
7062da0483 Fix some more issues. The snow scene in FF Type 0 now looks B/W instead of broken. 2014-05-27 22:10:36 +02:00
Henrik Rydgard
3f16765f1c Allow 512 entries in 16-bit CLUTs. Also, forgot offset. 2014-05-27 22:09:29 +02:00
Henrik Rydgard
c3524246de Add GLES3 path to depalettization. Doesn't seem to help much though, must be missing something. 2014-05-27 22:09:28 +02:00
Henrik Rydgard
b82de69a2d depal: slightly better error reporting. 2014-05-27 22:09:28 +02:00
Henrik Rydgard
8b3f317bbf Typo fixes, thanks raven02. Fix deinitialization crashes. 2014-05-27 22:09:27 +02:00
Henrik Rydgard
634add3a46 Depalettize works at other resolutions than 1x. For some strange reason though if you change resolution in game it breaks. 2014-05-27 22:09:26 +02:00
Henrik Rydgard
d414327da7 Use a small offset to turn NEAREST into floor() when sampling the clut.
Minor fixes and cleanups.
2014-05-27 22:09:25 +02:00
Henrik Rydgard
00c24ad3fc Support aligned 4-bit accesses to 32-bit framebuffers 2014-05-27 22:09:24 +02:00
Henrik Rydgard
ee150fadbb Update CMake and Android build 2014-05-27 22:09:23 +02:00
Henrik Rydgard
f517fa4ac8 Fix typo-bug when setting sampler uniforms, tweak fudge factors. 2014-05-27 22:09:23 +02:00
Henrik Rydgard
d0e65054a4 A bit closer to working. Shadow visible 2014-05-27 22:09:22 +02:00
Henrik Rydgard
8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgård
8d84c912eb Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets
8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets
ba2cf4f1d9 Make sure to rebind a texture after changing it. 2014-05-27 02:04:02 -07:00
Unknown W. Brackets
3e24786eab Disable the scissor test around blits.
Because it applies.
2014-05-27 02:00:28 -07:00
Unknown W. Brackets
fce7d8c697 Ignore the funcs for min/max/absdiff.
Seems from reports that they are indeed ignored, just wanted to verify.
2014-05-27 01:45:21 -07:00
Unknown W. Brackets
8f9a2b9882 Unbind the fbo texture when it's not used.
Just in case there are problems with decimating it or etc.
2014-05-27 01:45:20 -07:00
Unknown W. Brackets
0eae30dddb Set a bit to account for fixa/fixb/etc. logic. 2014-05-27 01:45:20 -07:00
Unknown W. Brackets
b8a2410934 Oops, typo. 2014-05-27 01:45:19 -07:00
Unknown W. Brackets
f80dee4164 Remove outdated comment.
Was all lies.
2014-05-27 01:45:19 -07:00
Unknown W. Brackets
b02fe1db3d Log when blitting a ton per frame, it can get slow. 2014-05-27 01:45:18 -07:00
Unknown W. Brackets
41ca303bee Skip a few more fixa/fixb combos. 2014-05-27 01:45:18 -07:00
Unknown W. Brackets
a67327759f Double using multiply not add, should be fine. 2014-05-27 01:45:17 -07:00
Unknown W. Brackets
4b978ed6f9 Apply unsupported blending modes in the shader.
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets
64f6012dba Support memsets of framebuffers as uploads.
Technically should clear stencil too... maybe it'd be better to handle
separately.
2014-05-27 01:17:09 -07:00
Unknown W. Brackets
95003cb77d Oops, reversed the check. 2014-05-27 00:57:40 -07:00
Unknown W. Brackets
2dbf680278 Play it a bit safer on rendering mode changes.
This way funny things should be less likely.
2014-05-26 23:28:54 -07:00
Unknown W. Brackets
4095831772 Allow changing "read framebuffers" at runtime.
Fixes #6149.
2014-05-26 23:26:29 -07:00
sum2012
03f9c3fe27 Add a missing Dangan Ronpa 1 hack
Dangan-Ronpa 1 PSP The Best Ver
2014-05-27 06:38:56 +08:00
Unknown W. Brackets
1a8369e51c Apply a very specific hack for Danganronpa.
This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.

Generally, hacks are a bad thing.  But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
2014-05-26 11:40:46 -07:00
Unknown W. Brackets
ee8a180c41 Set the viewport on upload so 2x, etc. work. 2014-05-26 01:21:30 -07:00
Unknown W. Brackets
6243d0e8de Account for bpp mismatch in xfer upload. 2014-05-26 00:52:06 -07:00
Unknown W. Brackets
a29d2e418e When multiple framebuffers match, use nearest. 2014-05-25 22:57:07 -07:00
Unknown W. Brackets
4f03f693b6 Mark texture as needing reset after upload. 2014-05-25 22:35:14 -07:00
Unknown W. Brackets
e4dc702d68 Schedule the FBO blit during multithreading.
This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -07:00
Unknown W. Brackets
9894b38a1d Support memcpy uploads to fbos.
Makes Vempire look right (has never worked before in any rendering mode.)
2014-05-25 22:01:08 -07:00
Unknown W. Brackets
9195019872 Allow memcpy gpu downloads.
Fixes FF4 battle transition effect, Trails in the Sky menu, etc.
2014-05-25 21:49:16 -07:00
Unknown W. Brackets
365012ec58 Fix block transfer upload.
Wasn't working properly, rendered to the wrong target.

No longer need the UpdateFromMemory() thing, now.
2014-05-25 21:48:44 -07:00
Unknown W. Brackets
8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
8228bee6bf Download only the necessary subareas.
Performance improvement in Tactics Ogre.
2014-05-25 19:50:40 -07:00
Unknown W. Brackets
c42d04829f Detect if the game uses block transfer slivers.
In that case, it's better to read it once, than multiple times.
Improves performance and graphics in Grand Knights History.
2014-05-25 18:18:26 -07:00
Unknown W. Brackets
c3efa05c9e Correct end framebuf range check. 2014-05-25 17:51:12 -07:00
Unknown W. Brackets
24ebc0d987 Flip framebuffer y correctly.
And here I just corrected another commit doing this wrong a few weeks ago.
Shame.
2014-05-25 17:46:42 -07:00
Unknown W. Brackets
89b3ead30d If multiple framebuffers match, offset correctly. 2014-05-25 17:45:45 -07:00
Unknown W. Brackets
2e1afcf08d When there are multiple copies, don't redownload.
This should improve performance when there are lots of little transfers.
2014-05-25 17:24:09 -07:00
Unknown W. Brackets
cbb3fe0086 Refactor framebuffer size calculation. 2014-05-25 17:12:58 -07:00
Unknown W. Brackets
cec8195e97 Cleanup reporting of block/memcpy transfers. 2014-05-25 17:10:06 -07:00
Unknown W. Brackets
976968c707 Track more kinds of memcpy operations on fbos. 2014-05-25 17:08:55 -07:00
Unknown W. Brackets
fd4ba0093c Skip some code if things are outside framebuffers.
Small optimization.
2014-05-25 17:08:55 -07:00