1985 Commits

Author SHA1 Message Date
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
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 d2ce635bbfbf2a68517ed7eac10b3923d0f3c3c8.
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