Commit Graph
521 Commits
Author SHA1 Message Date
Henrik Rydgard 159c8baeef Do framebuffer download color conversion using the CPU on old nVidias.
May fix issue 228 in the native project.
2015-06-13 11:27:06 +02:00
Henrik Rydgard 95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Henrik Rydgard 3f7830743a Implement basic screen rotation as requested in #297 . Does not work correctly in non-buffered rendering yet. 2015-05-12 21:01:15 +02:00
Henrik Rydgard 6660985210 Extract a bunch more color conversion loops. 2015-04-08 22:52:48 +02:00
Henrik Rydgard b5acf15cc9 Extract some explicit loops into calls to color conversion functions. 2015-04-08 22:52:48 +02:00
Henrik Rydgard 31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Unknown W. Brackets 2450724be2 Make Memory::Memcpy() execute memchecks directly.
This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
sum2012 3549705195 Use better solution from @Bigpet 2015-03-23 20:29:51 +08:00
sum2012 433347e3b6 GPU:Do not "decimate" the usageFlags.
Fix #7625
2015-03-23 07:25:44 +08:00
Unknown W. Brackets 0f38a1f459 Invalidate buffers after using for post shaders. 2015-03-14 16:16:32 -07:00
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.
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 c7984dd93e Use texture stage 3 for the palette, always.
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
Henrik Rydgard 05ee55ea46 Try a potential fix for #7408 2015-02-03 21:51:39 +01:00
Unknown W. Brackets f1bca47432 Fix shaders leaking on game exit. 2015-01-24 20:36:58 -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"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard 2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Unknown W. Brackets 0d6c002cb0 Fix a very unlikely sign extend glitch. 2015-01-19 08:41:53 -08:00
Unknown W. Brackets ee1085b060 Oops, deleted too early. 2015-01-18 13:18:17 -08:00
Unknown W. Brackets 3fcf695159 Fix an unlikely leak on error. 2015-01-17 18:45:03 -08:00
Unknown W. Brackets 40ea889b6a Cache the VBO/index buffer to avoid redundancy.
Well, mostly just redundant unbinds.
2015-01-11 16:56:29 -08:00
Unknown W. Brackets 962d8c5224 dx9: Take screenshots (fixes #7197.) 2014-12-20 08:31:56 -08:00
Unknown W. Brackets 4e50eed85b d3d9: Specify tex stage for binding framebuf color. 2014-09-21 12:11:17 -07:00
Unknown W. Brackets dc1013ad67 d3d: Add a not-working experiment to blit depth. 2014-09-14 11:54:55 -07:00
Unknown W. Brackets 8c4c9e554e d3d: Cache offscreen surfaces. 2014-09-13 22:28:39 -07:00
Unknown W. Brackets ec4e96b870 d3d: Expliticly bind after fbo_create().
In GLES, this is a tiny call that checks a cache, but it's necessary in
Direct3D 9.
2014-09-13 18:46:59 -07:00
Unknown W. Brackets b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -07:00
Unknown W. Brackets 7f89723d2b d3d: Initial implementation of framebuf download.
Not working, or not working properly...
2014-09-13 16:37:59 -07:00
Unknown W. Brackets 2463074530 d3d: Converge block transfer logic. 2014-09-13 15:40:55 -07:00
Unknown W. Brackets 971dd5df1e d3d: Unify BlitFramebuffer() as well. 2014-09-13 15:12:59 -07:00
Unknown W. Brackets f33515723b Move ForgetLastTexture() into DrawPixels(). 2014-09-13 14:58:05 -07:00
Unknown W. Brackets 3dfdddfc5f d3d: Move UpdateFromMemory() to common. 2014-09-13 14:44:18 -07:00
Unknown W. Brackets 77cd49622b d3d: Fix switching between rendering modes. 2014-09-11 23:30:42 -07:00
Unknown W. Brackets e9b87104ef Move FBO_OLD_AGE to the common header.
Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets e2a4a50511 d3d: Centralize framebuf creation/switch logic. 2014-09-09 22:58:43 -07:00
Unknown W. Brackets ae2e8c5c7c d3d: Migrate a few more things into common code. 2014-09-09 22:58:11 -07:00
Unknown W. Brackets 8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
Unknown W. Brackets 7e248376f8 Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
Unknown W. Brackets 2532639f70 Refactor fbo binding into DrawPixels(). 2014-09-07 21:53:22 -07:00
Unknown W. Brackets b20cd3cba2 Clear stencil on switch from 565 buffer.
Fixes #2094, shadows in Kingdom Hearts in some scenes.

Not a complete solution, but should be a relatively safe one.
2014-09-07 08:47:46 -07:00
Unknown W. Brackets 5e07a40a83 Oops, buildfix Android/etc.
This is not declared there.
2014-08-30 07:13:36 -07:00
Unknown W. Brackets 361b9a2572 Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
Unknown W. Brackets 5a3a972d95 Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00