Commit Graph
3990 Commits
Author SHA1 Message Date
Bovine 2c0df8db79 Fixed infrequent segfault in CheckAlpha
pixelData was allocated with stride shorts per row and then advanced as
stride ints per row (reading every other row).  Upshot: fully solid
16-bit textures with alpha channels should now properly categorize as
ALPHA_FULL
2014-02-02 13:51:45 -07:00
Henrik Rydgård 1f363d8af3 Merge pull request #5240 from unknownbrackets/texcache
Correct CheckAlpha() for un-rearranged textures
2014-01-27 01:03:46 -08:00
DanyalZia afc36d557e Properly show OSD information of resolution 2014-01-27 11:46:09 +05:00
Unknown W. Brackets b626daca59 Correct CheckAlpha() for un-rearranged textures.
Fixes #4403.  It was just not seeing the alpha when a texture had a large
bufw and a small w, and transparent only near the bottom - as in FF1's case.
2014-01-26 19:39:34 -08:00
DanyalZia 61a15c1465 Fix a bug where changing resolution wouldn't make a difference on a fly 2014-01-26 19:02:21 +05:00
Unknown W. Brackets b034b992df Only copy dirty depth buffers between FBOs.
We can remove this if/when we track them separately.  This may break a
game that depends on the depth carrying over between several FBOs, but
that's not extremely likely.

This improves performance in Gods Eater Burst.
2014-01-24 01:44:24 -08:00
sum2012 3c72623061 Fix "Integer divide by zero 0" in Spline.cpp 2014-01-23 05:45:28 +08:00
Unknown W. Brackets 9cfb8648c0 Keep a map of temporary buffers for self renders. 2014-01-20 07:54:40 -08:00
Unknown W. Brackets c6dc6b46e5 Clear the duplicate FBO on shutdown. 2014-01-20 07:54:39 -08:00
Unknown W. Brackets b48de952fd Duplicate framebuffers textured onto themselves.
This fixes #2917.

I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
Unknown W. Brackets 60cf5df571 Consider the texture changed when framebuf changes.
Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets 09f1c795e5 Pass around texture pointers, not addresses.
This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
raven02 ee3c3bca4a Add BindFramebufferDepth() 2014-01-20 22:03:12 +08:00
raven02 a132b54c01 Put depth copy as BindFramebufferDepth() 2014-01-20 22:02:20 +08:00
Unknown W. Brackets b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Unknown W. Brackets 3e7f749f6d Change the self message for separate reporting. 2014-01-20 01:07:01 -08:00
Unknown W. Brackets c412bbc09c Don't call SetTexture() in clear mode.
It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Henrik Rydgård 1e360d5c0a Merge pull request #5153 from unknownbrackets/texcache2
Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Unknown W. Brackets eeaeb91610 Disable scaling to odd multiples when unsupported.
May help #4000.
2014-01-19 21:14:21 -08:00
Unknown W. Brackets 9680a7ccc7 Allow texture scaling on changed textures.
But only if they don't change very frequently.  Should fix #1934.
2014-01-19 20:54:48 -08:00
Peter Tissen 2f7243b5eb Don't truncate spline/bezier through mode
Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.

This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).

This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Unknown W. Brackets 2e91adc607 Oops, revert software transform breakage.
It will deal with getting the coords right, including in projection modes.
2014-01-18 15:44:04 -08:00
Unknown W. Brackets 6eb493a842 Use 0 for texcoord when not specified in vertex.
Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133.

Also fixes #5124 for me.
2014-01-18 14:57:25 -08:00
Unknown W. Brackets 2347498667 x86jit: Use templates to avoid some void * casts.
Makes it a bit cleaner and potentially safer.
2014-01-18 09:57:13 -08:00
Henrik Rydgard da97a67526 Try a different approach to the problem in #5117 2014-01-16 22:52:14 +01:00
sum2012 016fa0cbff Fix Windows 64 bit gpu crash
Fix #2301 ,thanks @raven02
2014-01-16 22:01:38 +08:00
Henrik Rydgard c55578367f Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
Will later replace with a multiselect of different sizes, or something more advanced
like multitouch drag & zoom of the screen to get it exactly where you want it.
2014-01-16 00:22:39 +01:00
Henrik Rydgård 4fda9135da Log dimensions of framebuffer/texture collisions. Update native. 2014-01-14 10:51:45 +01:00
Unknown W. Brackets 6b0853c2e0 Report when texturing from the render framebuffer. 2014-01-14 01:14:06 -08:00
Unknown W. Brackets b9f4cc4481 Double colors only when texturing, and after test.
Per tests.
2014-01-12 11:45:29 -08:00
Unknown W. Brackets 4f585fd7a6 Fix a few minor typos. 2014-01-11 22:59:52 -08:00
Henrik Rydgård 4d7b652f4f Merge pull request #5079 from raven02/patch-22
When mipmap disabled , maxlevel always 0 (set earlier)
2014-01-11 03:25:21 -08:00
raven02 271b680737 When mipmap disabled , maxlevel always 0 (set earlier) 2014-01-11 16:26:36 +08:00
Unknown W. Brackets 79864a5ee0 Fix some initialization order warnings. 2014-01-10 22:21:24 -08:00
Henrik Rydgard ad951bc0d4 Symbian buildfix 2014-01-06 19:21:27 +01:00
Henrik Rydgard 43a93f086d Enable depth buffer copies on GLES3 devices without breaking any desktop 2014-01-06 18:03:57 +01:00
Henrik Rydgard aaf219d063 Only copy the depth buffer if the framebuffer size matches. 2014-01-05 13:00:57 +01:00
Unknown W. Brackets 2a56c76f55 Fix crash in non-buffered rendering. 2014-01-04 17:29:00 -08:00
Unknown W. Brackets 202842d690 On desktop, blit depth when not cleared.
Workaround for #1283, makes Jeanne d'Arc playable.
2014-01-04 11:27:01 -08:00
Henrik Rydgård 431395eceb Merge pull request #4905 from raven02/patch-23
Bind framebuffer to 0 if framebuffer status is incomplete
2014-01-03 03:47:42 -08:00
Henrik Rydgård 9281fccacd Merge pull request #4939 from unknownbrackets/texcache
Add two options to adjust the texture cache
2014-01-02 08:32:59 -08:00
raven02 164a6846b0 Indentation fix 2014-01-02 20:24:57 +08:00
raven02 5f5220b608 Revert acf4562 2014-01-02 20:17:58 +08:00
raven02 6467c70f08 Exclude PowerVR chipset only 2014-01-02 19:21:22 +08:00
raven02 e84a7b1586 Viewport restore only for Adreno GPU 2014-01-02 12:17:41 +08:00
Unknown W. Brackets 0f5aae9c49 Cleanup differences in DirectX9 texcache code. 2014-01-01 15:49:10 -08:00
Unknown W. Brackets e477c50ea1 Fix #4922, kill age checks in texcache. 2014-01-01 15:49:10 -08:00
Unknown W. Brackets e24f45b9a4 Add ini options to configure the texture cache. 2014-01-01 15:49:09 -08:00
Henrik Rydgard 91531a9792 Get rid of "ATIClampBug", it's not a bug, it's just lack of full non-pow-2 texture support 2014-01-02 00:09:01 +01:00
Henrik Rydgard a9832fb79a Set cleardepth the traditional way on desktop. 2014-01-01 23:40:35 +01:00