Unknown W. Brackets
7e54368998
Correct depth offset when clamped.
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Of course, the scale is already half, so we just need to double for d3d9,
and not double for OpenGL of course.
Our offset is already in [0, 1] so we keep it.
2016-01-03 19:59:35 -08:00
Unknown W. Brackets
79263a73e5
Correct invalid enum error in GE debugger.
2016-01-03 15:11:19 -08:00
Unknown W. Brackets
529abd7db4
Correct clamped depth range from [0, 65535].
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This changes a few things:
* All backends clamp the depth range and keep it positive.
* The depth rounding uniform is now properly dirtied.
* Projection is updated to translate and scale appropriately.
* Depth rounding is halved on OpenGL to account for [-1, 1] range.
Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Unknown W. Brackets
18cdf9f352
Remove the depth range hack.
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Ths removes the game-specific hack to workaround depth issues.
2016-01-03 12:05:59 -08:00
Henrik Rydgård
5bd72ea268
Merge pull request #8347 from hrydgard/graphics-context
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Graphics context
2016-01-03 18:54:58 +01:00
Henrik Rydgård
5037cd15e1
Merge pull request #8368 from unknownbrackets/texcache
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Correct use of maxV when not yet detected
2016-01-03 09:46:32 +01:00
Unknown W. Brackets
35d1379ac6
Don't use maxV when it's 0.
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That means we couldn't tell. Fixes #8353 .
2016-01-02 17:46:28 -08:00
Unknown W. Brackets
9cce9f09b5
Fix postshader uniform update when resizing.
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All that was happening was the uniforms weren't updating properly for one
frame. Also, errors when switching to no shader on resize too.
Fixes #8364 .
2016-01-02 14:27:02 -08:00
Unknown W. Brackets
2494176919
Remove incorrect CLUT4 optimization.
2016-01-02 13:20:30 -08:00
Henrik Rydgård
8be22f47cd
Merge pull request #8348 from unknownbrackets/texcache
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Centralize code in the texture cache, minor cleanups
2016-01-01 17:55:41 +01:00
Henrik Rydgard
15de6e6b98
GraphicsContext: Abstract away things like swapbuffers etc before adding even more backends.
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Needed to prevent clutter all over the codebase.
Does not go all the way yet, goal would be a common render loop between platforms but not there yet.
2016-01-01 14:40:16 +01:00
Unknown W. Brackets
c31a8f860b
Adjust stencil ops for 5551 and 565 buffers.
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This attempts to better approximate the operations that actually happen,
where possible. Expected to help #5278 .
2015-12-31 17:01:03 -08:00
Unknown W. Brackets
69daa75228
Move more common code around in texcache.
2015-12-31 11:41:02 -08:00
Unknown W. Brackets
256c7b6271
Consistently use INVALID_TEX.
2015-12-31 11:13:41 -08:00
Unknown W. Brackets
a45f05c598
Move NotifyFramebuffer and LoadClut to common code.
2015-12-31 11:13:39 -08:00
Henrik Rydgård
337f27d0d9
Merge pull request #8340 from unknownbrackets/texcache
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Be forgiving when maxSeenV increases
2015-12-31 09:43:18 +01:00
Unknown W. Brackets
5806df07b4
Handle disabled display cleanly.
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Otherwise we might accidentally match a vfb at 0.
Fixes #6317 .
2015-12-30 17:44:32 -08:00
Unknown W. Brackets
7a864f5aa1
Be forgiving when maxSeenV increases.
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This still allows us to optimize < 512 heights, but at the same time,
doesn't hit spritesheets as hard and avoids the scaling penalty.
2015-12-30 17:15:50 -08:00
Unknown W. Brackets
d18164bd4d
d3d9: Clean up some scaling handling.
2015-12-30 16:54:25 -08:00
Unknown W. Brackets
1072028ef5
Fix scaling of NOT frequently changing textures.
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Oops. Sorry.
2015-12-30 16:38:07 -08:00
Unknown W. Brackets
e3e8fbf7ce
Correct bufw handling when texture is unscaled.
2015-12-30 16:26:39 -08:00
Henrik Rydgård
37cfea0fdc
Merge pull request #8338 from unknownbrackets/xbrz
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Update xBRZ to 1.4 and improve scaling/caching limits
2015-12-30 23:11:30 +01:00
Unknown W. Brackets
f32e4bc3c9
Regain frequently changing texture trust faster.
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This allows us to start scaling it again sooner, if it stops changing
frequently.
2015-12-30 13:49:53 -08:00
Unknown W. Brackets
1f5813dd82
Mark frequently, but known, changed textures.
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We don't have to rehash these, but they still may be too slow to upscale.
May help #6031 .
2015-12-30 13:31:16 -08:00
Unknown W. Brackets
6856fbbef7
Show an OSM whenever VRAM fills up.
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This way they know stuff is happening that is not ideal.
2015-12-30 13:29:29 -08:00
Unknown W. Brackets
6129af9b4a
Reduce tex scaling automatically if VRAM is full.
2015-12-30 13:23:05 -08:00
Henrik Rydgård
716d7a38f5
Merge pull request #8292 from unknownbrackets/opengl-core
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Improve VAO core profile performance
2015-12-30 22:03:04 +01:00
Unknown W. Brackets
bc4b503601
Check same depth / overlap for glCopyImageSubData.
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Differing depths can happen with the blit that's used for the download
with GPU color conversion.
2015-12-30 10:27:18 -08:00
Unknown W. Brackets
842ff4000f
Skip CopyImageSubData when blit is outside FBO.
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Otherwise, it will simply fail. See #7525 (comments in 2015-12.)
2015-12-28 22:23:07 -08:00
Unknown W. Brackets
c3a0c14f39
Prevent leaking VBOs on shutdown also.
2015-12-28 14:13:24 -08:00
Unknown W. Brackets
f2410e2110
Oops, actually free old vertex cache buffers.
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And reuse them, since, why not?
2015-12-28 14:13:24 -08:00
Unknown W. Brackets
675efe99b3
Use the new way for GL_EXTENSIONS in reporting too.
2015-12-28 14:13:23 -08:00
Unknown W. Brackets
8aed1c5f8e
Decimate buffer names less frequently.
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Sometimes there can be a lot, so let's decimate in chunks, and only based
on memory pressure.
2015-12-28 14:13:22 -08:00
Unknown W. Brackets
d39c8a5994
Decimate buffer objects less often.
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I think it was previously deleting used objects, oops.
2015-12-28 14:13:21 -08:00
Unknown W. Brackets
199d8ac0c0
Reuse buffers of the same size for dynamic data.
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This is a lot faster than changing their sizes all the time.
2015-12-28 14:13:20 -08:00
Unknown W. Brackets
517d5b7562
Warn when an upscaling shader is being used.
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Otherwise it's potentially confusing that it doesn't change. See #8310 .
2015-12-27 12:05:12 -08:00
Unknown W. Brackets
941988cde4
Correct prescale issues with render-to-texture.
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Still need to apply the scaling of the texture coordinates here (or
somewhere, maybe we prescale that as well? Except it's figured later on
in the process...)
2015-12-20 21:13:43 -08:00
Unknown W. Brackets
27ad8185e3
Add flag for core GL contexts.
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Since using VBOs all the time is slower.
2015-12-19 09:18:35 -08:00
Unknown W. Brackets
164594b044
Use a VAO for all drawing, and VBOs throughout.
2015-12-19 09:18:34 -08:00
Unknown W. Brackets
003d1ea0f3
Correct glReadPixels() from offset.
2015-12-12 21:21:38 -08:00
Unknown W. Brackets
fbc4b4e7a1
Use glCopyImageSubData() when it's available.
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There's 4 different extensions providing this functionality. NV is
supported on desktop and mobile, EXT/OES on mobile, and ARB on desktop.
Mostly these are only supported by desktop cards and NVIDIA mobile.
Good improvement in performance on NVIDIA when blit is called a lot, since
it doesn't need to rebind anything or change state. Example is in desert
city in Tales of Phantasia.
2015-12-06 10:39:21 -08:00
Henrik Rydgård
4bb36b0e79
Merge pull request #8243 from unknownbrackets/gpu-blend
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Enable EXT_blend_func_extended
2015-12-06 18:36:45 +01:00
Unknown W. Brackets
308a948169
Explicitly set row length for glReadPixels().
2015-12-06 09:18:37 -08:00
Unknown W. Brackets
a2d228a729
Remove more USING_GLES2 ifdefs.
2015-12-06 09:08:38 -08:00
Unknown W. Brackets
33e37f4cd3
Use qualifier for GLES3 framebuffer fetch.
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Note: still statically disabled.
2015-11-27 16:09:57 -08:00
Unknown W. Brackets
1fb271a607
Enable EXT_blend_func_extended.
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Not really tested.
2015-11-27 16:01:25 -08:00
Henrik Rydgard
01669cbd92
Hide the "Internal resolution" etc static display unless FPS counter is on.
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Seems fairly related and I don't want to add more options.
2015-11-27 00:17:14 +01:00
Unknown W. Brackets
1339f6b1f3
Report formats on usage of rendered clut.
2015-11-26 14:31:46 -08:00
Unknown W. Brackets
3965cba187
Disable clut render for now as a "slow effect".
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Also, add reporting.
2015-11-26 13:42:18 -08:00
Unknown W. Brackets
8e2557bafe
Support render-to-clut, at least in some cases.
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This is pretty much only tested with Brave Story. See #6754 .
There may be other cases which are not handled yet.
2015-11-26 13:31:17 -08:00