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
Unknown W. Brackets
c37d41c88c
Assert state on first frame.
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This won't matter much for games, but makes tests run more sanely.
2014-12-30 15:26:16 -08:00
Unknown W. Brackets
0a6a70f53f
Allow switching cpu thread on/off ingame.
2014-12-20 17:39:42 -08:00
Unknown W. Brackets
962d8c5224
dx9: Take screenshots (fixes #7197.)
2014-12-20 08:31:56 -08:00
Henrik Rydgard
308e45420a
GLES: Add some currently unused information to the opcode table. Keep downcount in a local as much as possible.
2014-12-06 11:35:02 +01:00
xebra
ab0eeb18f3
[spline/bezier]Support drawing primitives lines and points.
2014-11-25 22:32:50 +09:00
Henrik Rydgard
c62255f1d9
GetPointerUnchecked is ok around display list pc, checked elsewhere
2014-10-19 23:13:54 +02:00
Unknown W. Brackets
01bdb6e160
Cleanup some minor vertex cache stuff.
2014-09-15 07:08:55 -07:00
Henrik Rydgard
9b587bb144
Make the D3D backend cmd processing work more similar to the GL backend
2014-09-13 12:11:34 +02:00
Unknown W. Brackets
f7b669a740
Fix infinite recursion in framebuf create upload.
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Needs to be done *after* currentRenderVfb_ is set.
Fixes #6872 .
2014-09-10 23:59:12 -07:00
Unknown W. Brackets
94c1271761
Add an experiment with using a texture for tests.
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Using an option for now so it's easy to test, if it works well we can
maybe remove the option.
2014-09-07 10:04:57 -07:00
Unknown W. Brackets
337b34ef6a
Eat cycles during block transfers.
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Tests show this takes a number very close to 1.9 times the number of bytes
in cycles @222.
Using that value caused a tiny fps drop in one area of the God of War
demo, which may be correct but might also cause complaints. A lot of our
other timing is not accurate, so using a lower value (1.6) to be on the
safer side.
This may cause things to reschedule more accurately when games drawsync,
and improves the gpu/commands/blocktransfer test.
2014-08-30 22:02:28 -07:00
Unknown W. Brackets
95f4341838
Allow changing prescale uv at runtime.
2014-06-28 21:51:25 -07:00
Unknown W. Brackets
1c3b60a8ee
Allow changing software skinning at runtime.
2014-06-28 21:46:43 -07:00
Unknown W. Brackets
d2d7d6e34b
Destroy all FBOs/textures upon sceKernelLoadExec().
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It can confuse our heuristics about size, attachment, memcpy, etc.
2014-06-28 12:29:09 -07:00
Unknown W. Brackets
6d104edb5d
Make sure not to leak any enabled vertex arrays.
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When returning to EmuScreen, we need to reset any enabled vertex arrays or
we could crash in EmuScreen. Also, when starting a frame / dirting the
shader, make sure also to toggle the vertex arrays.
2014-06-22 21:42:29 -07:00
Unknown W. Brackets
b8ad665b53
Clear vertex attrib arrays before output to screen.
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Doesn't seem to help the mis-enabled arrays, though.
2014-06-22 21:03:33 -07:00
Unknown W. Brackets
ef390c5c40
Double check upload/download are VRAM addresses.
2014-06-19 23:09:15 -07:00
Unknown W. Brackets
359f72078d
Disable vsync when exiting the game.
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Not sure why, but with some drivers not doing this makes the process burn
cpu usage when back in the menu. Fixes #6351 .
2014-06-17 01:06:25 -07:00
Unknown W. Brackets
2038bc5527
Support alpha / color test masks on desktop/gles3.
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Won't work on GLES 2, though...
2014-06-16 00:33:48 -07:00
Unknown W. Brackets
e762689ea8
Update vsync on resize, and before first FBO.
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May take care of #4440 .
2014-06-15 15:19:49 -07:00
Unknown W. Brackets
eaf3288304
Add debug interface for non-L0 texture preview.
2014-06-15 09:30:37 -07:00
Unknown W. Brackets
1d9f7b04fc
Implement in-shader blending on gles2 / gl2.
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I'm sure it'll be slow, though...
2014-06-13 23:42:59 -07:00
Unknown W. Brackets
b9f805c71f
Fix graphical artifact in Jeanne d'Arc world map.
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We need to use the last set render framebuffer, not the current one at
copy to output.
2014-06-11 00:54:54 -07:00
Unknown W. Brackets
c49ba888b5
Flush draws before doing any block transfers.
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Otherwise, we might flush on top, or we might download the wrong thing.
2014-06-11 00:28:28 -07:00
Unknown W. Brackets
dd4b191003
Correct Gods Eater Burst tex download size.
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Probably takes care of #6289 , although it doesn't crash for me.
2014-06-10 22:59:08 -07:00
Unknown W. Brackets
adee76cd62
Add a matching PerformMemoryUpload().
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Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Henrik Rydgård
0c7c736522
Merge pull request #6205 from unknownbrackets/replace-funcs
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Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Unknown W. Brackets
580143e5e2
Disable vertex arrays before depal as well.
2014-05-31 22:07:42 -07:00
Unknown W. Brackets
bd67cdab3f
Add basic decimation to the depal clut cache.
2014-05-31 22:07:41 -07:00
Unknown W. Brackets
089ee41d9c
Implement a very basic stencil upload.
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This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. Brackets
c142207a93
Fix a few warnings, mostly type comparisons.
2014-05-31 21:42:57 -07:00
Unknown W. Brackets
1433b98c46
Clean up the framebuffer force downloads.
2014-05-31 10:03:03 -07:00
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
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Henrik Rydgård
8d84c912eb
Merge pull request #6070 from unknownbrackets/gpu-blend
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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
4b978ed6f9
Apply unsupported blending modes in the shader.
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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
e4dc702d68
Schedule the FBO blit during multithreading.
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This was it's properly ordered with draws, and it runs on the right GL
context.
2014-05-25 22:08:15 -07:00
Unknown W. Brackets
9894b38a1d
Support memcpy uploads to fbos.
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Makes Vempire look right (has never worked before in any rendering mode.)
2014-05-25 22:01:08 -07:00
Unknown W. Brackets
9195019872
Allow memcpy gpu downloads.
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Fixes FF4 battle transition effect, Trails in the Sky menu, etc.
2014-05-25 21:49:16 -07:00
Unknown W. Brackets
8275f613ce
UpdateMemory() now returns whether to skip the cpy.
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This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
Unknown W. Brackets
976968c707
Track more kinds of memcpy operations on fbos.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets
fd4ba0093c
Skip some code if things are outside framebuffers.
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Small optimization.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets
4dbb4328ae
Download before, upload after. Fix save pictures.
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Otherwise, it only works if it does it every frame, and then it's a frame
behind. Also fixes Tales of Phantasia X's fades and etc.
2014-05-25 17:08:55 -07:00
Henrik Rydgard
5a60ccc9f0
BlockTransfer: Move framebuffer handling into Framebuffer.cpp
2014-05-08 15:16:10 +02:00
Henrik Rydgard
8ef377c427
Some preparations towards framebuffer management improvements
2014-05-08 15:16:10 +02:00
Henrik Rydgård
403f685701
Warn fix
2014-05-06 09:26:52 +02:00
Unknown W. Brackets
4cc4cfed4c
Note that VADDR/IADDR are not updated on PRIM.
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Even though they do increase the addresses, they don't affect the CMD
registers.
Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
raven02
e61a151942
Add Vertex texture/color GE commands
2014-04-26 23:53:17 +08:00