2451 Commits

Author SHA1 Message Date
Sacha
85c42e6932 Switch to libpng17 to resolve NEON issue on iOS + other bug fixes. 2014-05-31 04:36:35 +10:00
Unknown W. Brackets
192945fc71 Allow a memcpy upload in non-buffered rendering. 2014-05-30 09:44:14 -07:00
Unknown W. Brackets
da25de6970 Support block transfer uploads in non-buffered. 2014-05-30 09:25:36 -07:00
Unknown W. Brackets
766968e942 Don't use shader blending without buffers.
Ugh, making ComputeFragmentShaderID() slower again...
2014-05-30 09:01:22 -07:00
Unknown W. Brackets
aecd5bf250 Support render-to-self on GLES2. 2014-05-30 08:53:22 -07:00
Henrik Rydgard
d4c7922c25 framebuffer-clut: Fixes to ES 2.0 path, slight simplification to ES 3.0 path 2014-05-29 12:30:07 +02:00
Unknown W. Brackets
bf5946203d Fix a couple typos, oops.
Framebuffer one probably broke Grand Knights History some, depal one
probably broke some clut stuff.
2014-05-28 00:19:51 -07:00
Henrik Rydgard
06fda72701 framebuffer-clut fixes for ES2 2014-05-28 08:47:54 +02:00
Henrik Rydgard
44d9af9222 Hopefully fix the Manhunt red/green swap 2014-05-27 22:22:56 +02:00
Unknown W. Brackets
29a9ff369e Make a note when we need to reset the shader.
Hmm, not sure this is the cleanest way.
2014-05-27 22:12:25 +02:00
Unknown W. Brackets
14c081904c 5650 is also simple alpha. 2014-05-27 22:12:24 +02:00
Unknown W. Brackets
5f99f663ef Avoid duplicating an FBO when depaletizing it. 2014-05-27 22:12:23 +02:00
Unknown W. Brackets
126ed25a48 Correct clut depal indexing. 2014-05-27 22:11:20 +02:00
Unknown W. Brackets
5ac6fae8bb Validate framebuffer clut shaders on use.
When their parameters are actually the ones we are going to use.
2014-05-27 22:11:20 +02:00
Unknown W. Brackets
7ee6546609 Cache clut textures based on clut format.
Since we would end up with a different palette (size, interpretation of
bits, etc.)
2014-05-27 22:11:19 +02:00
Unknown W. Brackets
aa32bd6aa4 Also disable the logic op when rendering FB w/clut. 2014-05-27 22:11:18 +02:00
raven02
608d43898d Remove AlphaMaskHack 2014-05-27 22:11:18 +02:00
Henrik Rydgard
d90da45a76 On PC, OpenGL 3.3 is enough for the new path, don't need ES 3 full compat. 2014-05-27 22:10:37 +02:00
raven02
e2a4e13e38 Small one , not a big deal 2014-05-27 22:10:37 +02:00
Henrik Rydgard
7062da0483 Fix some more issues. The snow scene in FF Type 0 now looks B/W instead of broken. 2014-05-27 22:10:36 +02:00
Henrik Rydgard
3f16765f1c Allow 512 entries in 16-bit CLUTs. Also, forgot offset. 2014-05-27 22:09:29 +02:00
Henrik Rydgard
c3524246de Add GLES3 path to depalettization. Doesn't seem to help much though, must be missing something. 2014-05-27 22:09:28 +02:00
Henrik Rydgard
b82de69a2d depal: slightly better error reporting. 2014-05-27 22:09:28 +02:00
Henrik Rydgard
8b3f317bbf Typo fixes, thanks raven02. Fix deinitialization crashes. 2014-05-27 22:09:27 +02:00
Henrik Rydgard
634add3a46 Depalettize works at other resolutions than 1x. For some strange reason though if you change resolution in game it breaks. 2014-05-27 22:09:26 +02:00
Henrik Rydgard
d414327da7 Use a small offset to turn NEAREST into floor() when sampling the clut.
Minor fixes and cleanups.
2014-05-27 22:09:25 +02:00
Henrik Rydgard
00c24ad3fc Support aligned 4-bit accesses to 32-bit framebuffers 2014-05-27 22:09:24 +02:00
Henrik Rydgard
ee150fadbb Update CMake and Android build 2014-05-27 22:09:23 +02:00
Henrik Rydgard
f517fa4ac8 Fix typo-bug when setting sampler uniforms, tweak fudge factors. 2014-05-27 22:09:23 +02:00
Henrik Rydgard
d0e65054a4 A bit closer to working. Shadow visible 2014-05-27 22:09:22 +02:00
Henrik Rydgard
8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Henrik Rydgård
8d84c912eb Merge pull request #6070 from unknownbrackets/gpu-blend
Apply unsupported blending modes in the shader
2014-05-27 17:45:33 +02:00
Unknown W. Brackets
8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets
ba2cf4f1d9 Make sure to rebind a texture after changing it. 2014-05-27 02:04:02 -07:00
Unknown W. Brackets
3e24786eab Disable the scissor test around blits.
Because it applies.
2014-05-27 02:00:28 -07:00
Unknown W. Brackets
fce7d8c697 Ignore the funcs for min/max/absdiff.
Seems from reports that they are indeed ignored, just wanted to verify.
2014-05-27 01:45:21 -07:00
Unknown W. Brackets
8f9a2b9882 Unbind the fbo texture when it's not used.
Just in case there are problems with decimating it or etc.
2014-05-27 01:45:20 -07:00
Unknown W. Brackets
0eae30dddb Set a bit to account for fixa/fixb/etc. logic. 2014-05-27 01:45:20 -07:00
Unknown W. Brackets
b8a2410934 Oops, typo. 2014-05-27 01:45:19 -07:00
Unknown W. Brackets
f80dee4164 Remove outdated comment.
Was all lies.
2014-05-27 01:45:19 -07:00
Unknown W. Brackets
b02fe1db3d Log when blitting a ton per frame, it can get slow. 2014-05-27 01:45:18 -07:00
Unknown W. Brackets
41ca303bee Skip a few more fixa/fixb combos. 2014-05-27 01:45:18 -07:00
Unknown W. Brackets
a67327759f Double using multiply not add, should be fine. 2014-05-27 01:45:17 -07:00
Unknown W. Brackets
4b978ed6f9 Apply unsupported blending modes in the shader.
This handles unsupported fixed color combinations, alpha doubling, etc.
Where possible, tries to avoid it - it means using a blit (without the
framebuffer fetch extension), which can slow things down a lot with tons
of drawcalls.
2014-05-27 01:45:17 -07:00
Unknown W. Brackets
64f6012dba Support memsets of framebuffers as uploads.
Technically should clear stencil too... maybe it'd be better to handle
separately.
2014-05-27 01:17:09 -07:00
Unknown W. Brackets
95003cb77d Oops, reversed the check. 2014-05-27 00:57:40 -07:00
Unknown W. Brackets
2dbf680278 Play it a bit safer on rendering mode changes.
This way funny things should be less likely.
2014-05-26 23:28:54 -07:00
Unknown W. Brackets
4095831772 Allow changing "read framebuffers" at runtime.
Fixes #6149.
2014-05-26 23:26:29 -07:00
sum2012
03f9c3fe27 Add a missing Dangan Ronpa 1 hack
Dangan-Ronpa 1 PSP The Best Ver
2014-05-27 06:38:56 +08:00
Unknown W. Brackets
1a8369e51c Apply a very specific hack for Danganronpa.
This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.

Generally, hacks are a bad thing.  But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
2014-05-26 11:40:46 -07:00