Unknown W. Brackets
962d8c5224
dx9: Take screenshots (fixes #7197.)
2014-12-20 08:31:56 -08:00
Unknown W. Brackets
4e50eed85b
d3d9: Specify tex stage for binding framebuf color.
2014-09-21 12:11:17 -07:00
Unknown W. Brackets
dc1013ad67
d3d: Add a not-working experiment to blit depth.
2014-09-14 11:54:55 -07:00
Unknown W. Brackets
b9d7ffe484
d3d: Support the Danganronpa hack.
2014-09-13 16:47:23 -07:00
Unknown W. Brackets
2463074530
d3d: Converge block transfer logic.
2014-09-13 15:40:55 -07:00
Unknown W. Brackets
971dd5df1e
d3d: Unify BlitFramebuffer() as well.
2014-09-13 15:12:59 -07:00
Unknown W. Brackets
a4d33d77b7
d3d: Unify ReadFramebufferToMemory() signature.
2014-09-13 15:09:30 -07:00
Unknown W. Brackets
3dfdddfc5f
d3d: Move UpdateFromMemory() to common.
2014-09-13 14:44:18 -07:00
Unknown W. Brackets
9af3befc59
d3d: Add RebindFramebuffer().
2014-09-13 14:26:39 -07:00
Unknown W. Brackets
6f991a1042
d3d: Add FlushBeforeCopy().
2014-09-13 14:23:18 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
7e248376f8
Track the last drawn width/height/format.
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This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets
b20cd3cba2
Clear stencil on switch from 565 buffer.
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Fixes #2094 , shadows in Kingdom Hearts in some scenes.
Not a complete solution, but should be a relatively safe one.
2014-09-07 08:47:46 -07:00
Unknown W. Brackets
361b9a2572
Use 8888, always, for Danganronpa's FBOs.
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This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
Unknown W. Brackets
a33589b3e9
Optimize away bits in the stencil upload.
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Should be faster than sending to the GPU this way, if we can help it.
Should improve delays on FBO creation at high render resolutions.
2014-06-28 01:39:18 -07:00
Unknown W. Brackets
4c62a17f72
Allow exact render-to-tex format mismatches more.
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If the right format was used recently, it's still okay. Also check the
x/y offset to try to find the best match.
2014-06-22 21:02:43 -07:00
Unknown W. Brackets
a9da3618ba
Upload the color/stencil buffers on FBO creation.
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Fixes pausing or loading a savestate in Star Ocean (previously your
character became invisible until the screen panned.)
2014-06-17 23:55:09 -07:00
Unknown W. Brackets
e762689ea8
Update vsync on resize, and before first FBO.
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May take care of #4440 .
2014-06-15 15:19:49 -07:00
Unknown W. Brackets
d06a0520ae
Consistently mark vfb dirty after drawing to it.
2014-06-14 13:19:27 -07:00
Unknown W. Brackets
9b12a4893d
Track framebuffer memory dirty more carefully.
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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
efc2de41ae
Ignore depth buffers with stride = 0.
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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.
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Otherwise, we might flush on top, or we might download the wrong thing.
2014-06-11 00:28:28 -07:00
Unknown W. Brackets
4effd15fcb
Support Grand Knight History's line-by-line xfer.
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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
171629ba48
Separate fbo resize logic from creation.
2014-06-06 20:54:16 -07:00
Unknown W. Brackets
3d8f078b6c
Try to workaround Breath of Fire 3's render-to-tex.
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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
Unknown W. Brackets
c2ccfd5629
Stop stretching things to the FBO size.
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Instead, draw in the top corner. This way, even if framebuffers get
smaller things stay consistent.
2014-06-01 21:20:04 -07:00
Unknown W. Brackets
73234941e1
Consider stride more when determining fb size.
2014-06-01 13:50:37 -07:00
Henrik Rydgård
0c7c736522
Merge pull request #6205 from unknownbrackets/replace-funcs
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Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Unknown W. Brackets
0846673dc3
Track temporary-use FBOs all in FramebufferManager.
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This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets
089ee41d9c
Implement a very basic stencil upload.
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This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
5f99f663ef
Avoid duplicating an FBO when depaletizing it.
2014-05-27 22:12:23 +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
Unknown W. Brackets
8dcc09c9e1
Use a separate func for gpu memset().
2014-05-27 07:50:01 -07:00
Unknown W. Brackets
1a8369e51c
Apply a very specific hack for Danganronpa.
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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
9195019872
Allow memcpy gpu downloads.
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Fixes FF4 battle transition effect, Trails in the Sky menu, etc.
2014-05-25 21:49:16 -07:00
Unknown W. Brackets
8228bee6bf
Download only the necessary subareas.
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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.
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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
cbb3fe0086
Refactor framebuffer size calculation.
2014-05-25 17:12:58 -07:00
Unknown W. Brackets
fd4ba0093c
Skip some code if things are outside framebuffers.
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Small optimization.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets
4dbb4328ae
Download before, upload after. Fix save pictures.
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Otherwise, it only works if it does it every frame, and then it's a frame
behind. Also fixes Tales of Phantasia X's fades and etc.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets
0e620b2fe9
Fix buffer overflow in MakePixelTexture().
2014-05-25 16:28:28 -07:00
Unknown W. Brackets
30222f987d
Flip framebuffers when downloading their pixels.
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It seems like this is where it was being done...
2014-05-25 16:28:28 -07:00
Unknown W. Brackets
62cd61611e
Support block transfers offset into a framebuffer.
2014-05-25 15:13:19 -07:00
Henrik Rydgard
eaba341db0
Split DrawPixels up, preparing to make it more flexible
2014-05-25 10:02:50 +02:00
Henrik Rydgard
0208ca8e90
Add some reporting for framebuffer sceDmacMemcpys.
2014-05-25 10:02:49 +02:00
raven02
218b446f9c
Add updateVRAM_;
2014-05-25 10:01:36 +02:00
Henrik Rydgard
994629089e
Implement GPU block copies between buffers and from buffer to RAM.
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(first one not very well tested, second one improves Burnout Legends sun a lot)
2014-05-25 10:01:33 +02:00