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
|
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 |
|