Commit Graph

2522 Commits

Author SHA1 Message Date
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