Henrik Rydgard
fdf17cb558
Move setting currentRenderVfb_ to NULL to when it's really needed.
2014-05-25 10:01:39 +02:00
raven02 and Henrik Rydgard
50fc54c92a
Fix wrong #endif
2014-05-25 10:01:39 +02:00
raven02 and Henrik Rydgard
a516abef02
Add comments
2014-05-25 10:01:38 +02:00
raven02 and Henrik Rydgard
68548856fd
Use glBlitFramebuffer when available to blit framebuffer
2014-05-25 10:01:38 +02:00
raven02 and Henrik Rydgard
cf7229e05e
Null out currentRenderVfb_
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This fixes the missing stuffs in Tactic Orge
2014-05-25 10:01:37 +02:00
Henrik Rydgård
ebd3d214ae
Typo fix
2014-05-25 10:01:36 +02:00
raven02 and Henrik Rydgard
218b446f9c
Add updateVRAM_;
2014-05-25 10:01:36 +02:00
raven02 and Henrik Rydgard
05be56a433
Keep it sync = true also rename updateVRAM_
2014-05-25 10:01:35 +02:00
raven02 and Henrik Rydgard
62c99843ad
Do NotifyBlockTransfer() in buffered rendering mode only
2014-05-25 10:01:34 +02:00
Henrik Rydgard
945b6125f9
Restrict the last change to buffered mode only
2014-05-25 10:01:34 +02:00
Henrik Rydgard
994629089e
Implement GPU block copies between buffers and from buffer to RAM.
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(first one not very well tested, second one improves Burnout Legends sun a lot)
2014-05-25 10:01:33 +02:00
Henrik Rydgård
8273c1b956
Merge pull request #6056 from raven02/patch-51
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Validate the framebuffer size with the size from sceDmac
2014-05-25 10:01:10 +02:00
Unknown W. Brackets
233213e38b
Avoid a crash in the GE debugger.
2014-05-23 08:48:29 -07:00
Henrik Rydgård
ad177b3333
Merge pull request #6090 from unknownbrackets/texfiltering
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Don't force nearest for colortest against black
2014-05-16 09:06:37 +02:00
Unknown W. Brackets
ec0ae44200
Don't force nearest for colortest against black.
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Should fix #4217 and be relatively safe. Probably it's a common colortest
ref color that's safe?
2014-05-15 23:52:16 -07:00
Henrik Rydgård
3580c40730
Merge pull request #6089 from unknownbrackets/gpu-minor
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Fix gpu/ge/queue test, GE debugger breaking when not active
2014-05-16 08:51:53 +02:00
Unknown W. Brackets
fc7b5f3141
Make sure not to break when GE debugger closed.
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Also, try to fix a might-be race condition.
2014-05-15 22:45:51 -07:00
Unknown W. Brackets
99458d7797
Avoid forcing nearest/disabling linear if possible.
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If we know that the test is trivially true, we don't need to worry about
the test. May help #4405 .
2014-05-15 22:38:44 -07:00
Henrik Rydgård
c31a1b18f7
Merge pull request #6067 from raven02/patch-56
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Make the EstimateDrawingSize() simpler
2014-05-14 20:01:34 +02:00
raven02
9db47b9908
Add missing lcutoff and lconv
2014-05-14 23:00:28 +08:00
raven02
8664fbac11
Make the EstimateDrawingSize() simpler
2014-05-14 20:13:20 +08:00
Unknown W. Brackets
2d12eb3394
Do not specify max LOD for no-mipmap textures.
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Fixes #6077 , incorrect filtering with no mipmaps in Popolocrois.
This was causing it to use the mag filtering setting, even when minifying.
2014-05-13 22:40:58 -07:00
Unknown W. Brackets
673f264ef4
Add a couple more texture-related break cmds.
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These prevent it from breaking too early so the preview is more likely to
be complete and viewable.
2014-05-13 22:38:53 -07:00
Unknown W. Brackets
f660c04983
Optimize double alpha blending for 1/0 textures.
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If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead. Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Unknown W. Brackets
233f13bb8e
Fix a GetPointer() in softgpu when debugging.
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Should just bail without a texture bound.
2014-05-11 10:58:33 -07:00
Unknown W. Brackets
b4ceedfc43
Correctly flip textures in DrawActiveTexture().
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We want to flip the origin of UV (top to bottom), not the pixels within
the specified range.
2014-05-10 09:35:02 -07:00
raven02
11b9d8d29a
Build fix
2014-05-10 12:26:53 +08:00
raven02
4263f00092
Add GL_NV_framebuffer_blit support for BindFramebufferColor()
2014-05-10 11:41:24 +08:00
raven02
c54664ba89
Validate the size framebuffer size with the szie from sceDmac
2014-05-09 23:32:26 +08:00
Henrik Rydgård
19ea7b5331
Merge pull request #6047 from raven02/patch-47
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Comment out the remaining one LogReadPixelsError()
2014-05-08 16:12:56 +02:00
Henrik Rydgard
b8c39d4e42
ReadFramebuffer: Support sub rectangle
2014-05-08 16:09:55 +02:00
Henrik Rydgard
3c2819afea
Make DrawActiveTexture more flexible (u/v origin too).
2014-05-08 15:28:25 +02:00
Henrik Rydgard
3b3c794a37
More framebuffer code cleanup
2014-05-08 15:16:33 +02:00
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
raven02
ec06b6532a
Comment out the remaining one LogReadPixelsError()
2014-05-08 20:30:40 +08:00
Henrik Rydgard
fcf2498b11
Minor stuff from #6403
2014-05-08 10:46:19 +02:00
Henrik Rydgard
305e1652cb
Turn off glGetError in Framebuffer.cpp. Can be easily turned back on if needed.
2014-05-08 10:43:46 +02:00
Henrik Rydgard
2e56e0f122
Fix check for glBlitFramebufferNV
2014-05-08 10:40:36 +02:00
Henrik Rydgard
2b58f2657c
Merge branch 'patch-40' of github.com:raven02/ppsspp into raven02-patch-40
2014-05-08 10:00:00 +02:00
Henrik Rydgård
fcaaedebbd
Merge pull request #5951 from raven02/patch-23
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Medium quality mode for spline patch
2014-05-06 23:05:27 +02:00
Henrik Rydgård
403f685701
Warn fix
2014-05-06 09:26:52 +02:00
Henrik Rydgård
7a69a6a405
Merge pull request #6024 from unknownbrackets/gpu-minor2
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Fix jump/call alignment, no-pos vertices
2014-05-05 11:01:03 +02:00
raven02
f98cf76b97
Use GL_NV_framebuffer_blit to handle depth copy
2014-05-05 12:19:31 +08:00
Unknown W. Brackets
41f7613bf5
Pos=0 is treated the same as pos=1.
2014-05-04 18:29:47 -07:00
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
Unknown W. Brackets
7f5be6b35d
CALLs and JUMPs to misaligned addresses round down.
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Fixes Pac-Man World 3. Matches tests on hardware.
2014-05-04 17:58:44 -07:00
Unknown W. Brackets
e80c63945a
Make sure to gen the frag shader matching the id.
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Otherwise, the frag shader might be generated accounting for different
vertexFullAlpha values, or otherwise won't match up with the id, since we
change flags between the two Apply calls.
2014-05-04 16:31:57 -07:00
Henrik Rydgård
42a7060193
Merge pull request #6017 from unknownbrackets/texalpha
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Fix a bunch of texture/vertex alpha issues
2014-05-04 20:50:33 +02:00
Henrik Rydgård
3d459763e6
Merge pull request #5992 from raven02/patch-35
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Set depth update flag when depth write is enabled in non-clear mode only
2014-05-04 20:47:15 +02:00