Henrik Rydgard
34b5a1c2f3
Disable precision qualifiers on desktop GL
2014-06-10 22:44:53 +02:00
Sacha
c745072b55
Update Symbian to GCC 4.8.3
2014-06-11 03:10:50 +10:00
Unknown W. Brackets
adee76cd62
Add a matching PerformMemoryUpload().
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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.
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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.
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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.
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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.
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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
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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
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Assume 512 tall framebuffers are wrong too
2014-06-09 13:02:57 +02:00
Henrik Rydgård
28da52472a
Merge pull request #6269 from xsacha/master
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Travis: Update to GCC 4.7.3 for Symbian.
2014-06-09 12:52:35 +02:00
Sacha
fd70cfa149
Travis: Update to GCC 4.7.3 for Symbian.
2014-06-09 20:28:26 +10:00
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.
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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.
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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.
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Oops.
2014-06-08 16:26:47 -07:00
Henrik Rydgård
019757a2b8
Merge pull request #6260 from unknownbrackets/gpu-blocktransfer
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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.
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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
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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.
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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.
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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
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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
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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
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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.
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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
3f8ef6dacd
Ensure stride in bytes matches FBO up/download.
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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.
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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.
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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.
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glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00
Unknown W. Brackets
4971206e92
Allocate vertexcache buffer names in chunks.
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Partially implements #6045 .
2014-06-07 16:15:37 -07:00
Unknown W. Brackets
0896c3412d
Allocate textures names in blocks.
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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.
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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.
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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.
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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
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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.
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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.
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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