Unknown W. Brackets
e7b830ff61
Invalidate buffers used for download.
2015-03-14 16:11:20 -07:00
Unknown W. Brackets
d8478255d4
Invalidate temp FBOs each frame.
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These are used for depal and render-to-self, as well as shader blending.
2015-03-14 16:02:04 -07:00
Unknown W. Brackets
7e0489c83e
Keep better track of framebuf usage flags.
2015-03-14 15:21:58 -07:00
Unknown W. Brackets
e45daac41c
Fix a dumb mistake for shader framebuf fetch.
2015-03-14 00:14:59 -07:00
Henrik Rydgård
33b291a36e
Merge pull request #7567 from unknownbrackets/gpu-blend
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Use framebuffer fetch more and on more devices
2015-03-09 22:24:23 +01:00
Henrik Rydgård
9db4c5f34d
Merge pull request #7573 from unknownbrackets/gpu-minor
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Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
f0676b0c85
Optimize color tests against zero.
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They seem to be somewhat common. Speeds up Tales of Phantasia X a bit.
2015-03-08 19:08:21 -07:00
Unknown W. Brackets
534b06d3ff
Correct clearing of texture cache on oom.
2015-03-08 18:38:28 -07:00
Unknown W. Brackets
a82bb31c6f
Decimate the fragtest cache less often.
2015-03-08 18:35:53 -07:00
Unknown W. Brackets
cf7a4ab2cf
Avoid shader id data that doesn't change shader.
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This may reduce shader switches, or more likely at least total # of
shaders, when alpha test settings are changed but alpha test is not
enabled.
2015-03-08 18:28:59 -07:00
Unknown W. Brackets
04eb83002c
Assume lmode does nothing in throughmode.
2015-03-08 18:03:17 -07:00
Unknown W. Brackets
c7984dd93e
Use texture stage 3 for the palette, always.
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It's better to keep a stage dedicated to each thing. This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
Unknown W. Brackets
39cb74a8d3
Simplify transform in throughmode/sw (rectangles.)
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This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Unknown W. Brackets
39347efda4
Fix shader blending on ARM devices, oops.
2015-03-08 00:12:29 -08:00
Unknown W. Brackets
eb349a1978
Make sure not to try multiple shader fetch exts.
2015-03-07 22:31:55 -08:00
Unknown W. Brackets
08a1bb8796
Add support for ARM_shader_framebuffer_fetch.
2015-03-07 16:11:43 -08:00
Unknown W. Brackets
2344760018
Use framebuffer fetch for more accurate blending.
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On devices which support it, framebuffer fetch should give us more correct
blending than copying fbos or using a fallback (such as doubling which may
clamp.)
Not actually tested on any supported device.
2015-03-07 12:09:27 -08:00
Unknown W. Brackets
9c3ccc97a2
Support EXT_shader_framebuffer_fetch.
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We only supported NV_ before. Not tested on any supporting device, but
this is primarily found on PowerVR devices. This may allow them to
perform effects (like min/max/etc.) more accurately and quicker.
2015-03-07 12:07:53 -08:00
Henrik Rydgard
0c9f541a43
Move depalettize-shader generator to Common
2015-03-01 11:15:27 -08:00
Unknown W. Brackets
383f894db7
d3d9: Make blending more like GL's recent changes.
2015-03-01 10:31:43 -08:00
Henrik Rydgard
aeb03d1bc9
Workaround for crash in Pangya Fantasy Golf reported in #6398
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(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Henrik Rydgård
723d7c224d
Merge pull request #7449 from unknownbrackets/xbrz-update
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Update to xBRZ 1.2, with its perf improvements
2015-03-01 12:17:15 +01:00
Unknown W. Brackets
7379d37e73
Bail on bad verts after grabbing byte increment.
2015-02-28 01:28:30 -08:00
Henrik Rydgård
d990221849
Merge pull request #7509 from unknownbrackets/gpu-minor
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Correct full alpha for render-to-texture
2015-02-26 21:56:57 +01:00
Henrik Rydgård
0d69576810
Merge pull request #7515 from unknownbrackets/gpu-minor2
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For 5551 buffers, force stencil mask to 1/0
2015-02-26 21:56:19 +01:00
Unknown W. Brackets
a3342a72d7
Fix copy/paste mistake from 808eeb3a25
.
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I'm pretty sure this was not intentional.
2015-02-23 11:06:44 -08:00
Unknown W. Brackets
b5126f7236
Use ONE/ZERO in place of CONSTANT_ALPHA if okay.
2015-02-23 09:58:46 -08:00
Unknown W. Brackets
3ff51588f7
Avoid using constant color when blending.
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If it's just ONE/ZERO or etc., we can keep those constants. May be
faster, and apparently less buggy in some drivers.
2015-02-23 08:37:00 -08:00
Unknown W. Brackets
9d5ae2b336
For 5551 buffers, force stencil mask to 1/0.
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4444 it would also be ideal to spread the bits, but that gets a bit
complicated. 5650 probably doesn't matter.
2015-02-22 19:11:11 -08:00
Unknown W. Brackets
abace1aa76
For render-to-tex, full alpha on 565 use only.
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It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does. Fixes #7492 .
2015-02-21 18:08:50 -08:00
Unknown W. Brackets
0982336565
Oops, fix race in xBRZ buffer alloc.
2015-02-21 15:51:02 -08:00
Unknown W. Brackets
10049e62a8
Allocate the xBRZ buffer only when actually used.
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This way if scaling is off, we don't have to worry about potentially
eating more RAM on any platform.
2015-02-21 15:51:02 -08:00
Unknown W. Brackets
4c15afa905
Allow multiple replacements on the same func.
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Or, more specifically, hooks. This allows enter and exit on the same
func, which can obviously be useful for debugging.
2015-02-21 15:48:09 -08:00
Henrik Rydgard
e5706ac9ff
Remove accidentally added Flush() call (was debugging something else)
2015-02-04 17:41:51 +01:00
Henrik Rydgard
018b134545
Fix issue where on-screen UI might be invisible in non-buffered rendering
2015-02-04 17:29:49 +01:00
Henrik Rydgard
f18f54fa5a
Don't prepare to fetch translations unless we actually are going to use them.. In a couple of places in the code.
2015-02-04 13:41:21 +01:00
Henrik Rydgard
05ee55ea46
Try a potential fix for #7408
2015-02-03 21:51:39 +01:00
Henrik Rydgard
2df04bab3b
Oops, fix mistake in spline drawing
2015-01-29 16:30:52 +01:00
Henrik Rydgard
033798c796
Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
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Might help #7386
2015-01-29 16:04:00 +01:00
sum2012
cb039081ac
Add "hardware transform error" translate
2015-01-29 07:20:14 +08:00
Unknown W. Brackets
f1bca47432
Fix shaders leaking on game exit.
2015-01-24 20:36:58 -08:00
Unknown W. Brackets
0d9e0b16dd
Fix textures leaking on game exit.
2015-01-24 20:36:01 -08:00
Coldbird
72d5845532
Fixed Indentation + Moved Cardboard Menu
2015-01-24 20:01:09 +01:00
Coldbird
2b940ddf17
Fixed Framebuffer Blitting on Cardboard
2015-01-24 17:39:59 +01:00
Coldbird
b08c7012f1
Add Google Cardboard Support
2015-01-24 17:39:59 +01:00
Luna
1c3903504b
Remove leftovers
2015-01-23 16:48:50 +01:00
Luna
ff9d33d2a7
Move the hack to FramebufferCommon.cpp and rename.
2015-01-23 10:40:49 +01:00
Luna
722d34e09a
Add Bloom Effect Smoothing hack
2015-01-23 02:08:20 +01:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
07933cad42
Revert "Minor optimizations, add a failsafe"
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This reverts commit 48e4d1edae
.
2015-01-22 19:52:58 +01:00