Commit Graph

43 Commits

Author SHA1 Message Date
raven02
76bd4e3120 Fix rendering mode switching issue in old & new UI 2013-07-22 08:41:58 +08:00
raven02
0216f52359 Merge remote-tracking branch 'upstream/master'
Conflicts:
	UI/GameSettingsScreen.cpp
	UI/MenuScreens.cpp
	Windows/ppsspp.rc
2013-07-22 00:03:54 +08:00
raven02
87fc81e56d Consolidate Rendering Mode 2013-07-21 23:17:42 +08:00
raven02
7ac496529b Vendor Based Alpha and Color Testing 2013-07-21 01:14:36 +08:00
Henrik Rydgard
81411a74ed Experimental: Make orientation change possible on Android. 2013-07-16 22:51:25 +02:00
Henrik Rydgard
25392cd408 More android buildfixin' 2013-07-06 00:40:01 +02:00
arnastia
b5cc23d018 Try to guess GPU to differentiate pixel type to request in glReadPixels(); changed ConvertFromRGBA8888 to iterate linearly. 2013-07-05 02:31:31 +01:00
arnastia
7747fc9ca7 Some changes around pixel format conversion, should work on all cards and Android/OpenGL ES devices now (only fully tested on Nvidia); commenting and code cleanup. 2013-07-04 15:24:37 +01:00
arnastia
2e5e5e7a62 Pixel format switch (should work for both ATI/AMD and Nvidia);
Code cleanup;
Update submodules.
2013-07-01 21:51:24 +01:00
arnastia
7824f3c09f Merge remote-tracking branch 'upstream/master' 2013-07-01 18:59:44 +01:00
Unknown W. Brackets
0e5f741a48 Properly scale FBOs on copy to output.
Fixes Tales of Destiny 2 and Star Ocean when buffered rendering is on.
Should only draw the top left 480x272.
2013-06-30 23:56:22 -07:00
arnastia
ad5df976bd Blit framebuffers using screen aligned quads (buggy);
Implement asynchronous framebuffer readback for OpenGL and optional CPU-side pixel format conversion (needs optimization);
Add OpenGL ES support (untested).
2013-06-28 14:48:36 +01:00
arnastia
4fa30ce6ec Add support for reading framebuffers to memory.
Signed-off-by: arnastia <arnastia@gmail.com>
2013-06-25 13:50:35 +01:00
Unknown W. Brackets
03cab6edf7 Centralize destruction of FBOs, use std::vector. 2013-06-23 08:19:36 -07:00
Henrik Rydgard
fcd9168ff9 Change vfbs_ back to a list for now. 2013-06-23 17:10:55 +02:00
Henrik Rydgard
67ef7fea3e Various FBO-related fixes, hopefully reducing or removing the related crashes... 2013-06-23 17:05:59 +02:00
Henrik Rydgard
23ee9b8cd5 Add "Take Screenshot" to Windows version. Writes to "screenshots" subdirectory. No smart file naming yet. 2013-06-22 22:28:48 +02:00
Henrik Rydgard
2694343243 Another attempt at reusing bigger framebuffers. Doesn't solve everything but hopefully won't break much like the last attempt. 2013-06-20 22:19:20 +02:00
Henrik Rydgard
112f1b4901 Wipe all FBOs on device lost. May help app switching issues on Android. 2013-06-11 11:28:41 +02:00
Unknown W. Brackets
dbb2dfdcff Invalidate FBOs when it's obvious they should be.
This fixes videos not being visible in for example Star Ocean.
Most likely any games doing a copy directly from the mpeg decode.
2013-06-08 04:51:57 -07:00
Henrik Rydgard
0d0148dad3 Change check in DoBlockTransfer to catch some more videos. 2013-06-06 10:30:05 +02:00
Henrik Rydgard
9ae044de43 Keep a separate pointer for non-VRAM displayptr. Fixes GTA intro movie while still not breaking MotoGP. 2013-06-06 00:01:43 +02:00
Henrik Rydgard
443e9eca8e DrawPixels: Avoid copying in the common case. 2013-06-05 23:32:04 +02:00
Henrik Rydgard
2221f221e3 Only create backing texture for DrawPixels when needed. 2013-06-05 23:03:23 +02:00
Henrik Rydgard
c5c3189436 Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'. 2013-04-27 20:06:31 +02:00
Unknown W. Brackets
c4a6224506 Don't decimate FBOs if none were used.
Not sure why this is happening, but fixes #1260.
2013-04-12 07:00:59 -07:00
Unknown W. Brackets
79e3c66514 Adjust FBO decimation to optimize for creation.
But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Henrik Rydgard
b1108f3290 Respect the size of the current FBO when drawing. Some cleanup. 2013-03-16 00:40:37 +01:00
Henrik Rydgard
bef3ef7fac Fix aspect ratio in unbuffered mode 2013-03-15 21:22:17 +01:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Henrik Rydgard
28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Xele02
2a6af9b8a3 Add displayList debug dialog 2013-02-17 01:28:43 +01:00
Henrik Rydgard
ddfcf79fcd Correct aspect ratio, adding black borders when necessary. 2013-02-12 22:09:41 +01:00
Henrik Rydgard
a0c0d6a977 Initial support for texturing from framebuffers. 2013-02-01 00:18:23 +01:00
raven02
d29245d007 Fix viewport resize 2013-01-31 19:19:45 +08:00
Henrik Rydgard
64a376516e Move all the framebuffer management out into its own file. 2013-01-30 21:09:53 +01:00
Henrik Rydgard
3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Henrik Rydgard
6e32b30afd DisplayDrawer->FramebufferManager 2012-12-01 10:17:34 +01:00
Henrik Rydgard
4a49b8ee36 Workaround for motogp setting a bogus framebuffer address. 2012-11-19 23:53:38 +01:00
Henrik Rydgard
8b67975a47 GL: Framebuffer management using FBOs. Fixes flicker in Lumines and many others. 2012-11-19 23:29:14 +01:00
Henrik Rydgard
91e1cce17e Some reorg in preparation for FBO work 2012-11-19 21:23:29 +01:00
Henrik Rydgard
64cc573703 Switch to "GPL 2.0 or later" for various reasons. I wrote most of the code I imported from Dolphin (which is GPL2-but-not-later), so it should be OK. 2012-11-04 23:24:00 +01:00
Henrik Rydgard
4f7ad15758 Add snapshot of the whole source code. 2012-11-01 16:19:01 +01:00