Commit Graph
3610 Commits
Author SHA1 Message Date
Unknown W. Brackets 41b00a9cab d3d9: Initialize viewport without errors. 2015-12-31 11:17:24 -08:00
Unknown W. Brackets b556472303 d3d9: Fix blitting coordinates. 2015-12-31 11:17:19 -08:00
Unknown W. Brackets 235881af1f d3d9: Avoid error when clearing temp FBOs. 2015-12-31 11:17:12 -08:00
Henrik Rydgård 337f27d0d9 Merge pull request #8340 from unknownbrackets/texcache
Be forgiving when maxSeenV increases
2015-12-31 09:43:18 +01:00
Henrik Rydgård 955b8287fe Merge pull request #8341 from unknownbrackets/display-minor
Allow games to set the display to black
2015-12-31 09:42:11 +01:00
gmvbif 281f0e18e6 Fixed some errors from PVS-Studio in Core project
FixedSizeQueue
- Added private operator=
- Changed signature of EndPop
Some changed to printf like functions.
Fixed typo in syn-att.c
2015-12-31 10:25:11 +03:00
Unknown W. Brackets 5806df07b4 Handle disabled display cleanly.
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.
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.
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
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.
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.
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.
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
Unknown W. Brackets c3a031d276 Update xBRZ to 1.4.
Now a lot of our customizations aren't needed, yay.
2015-12-30 13:09:38 -08:00
Henrik Rydgård 716d7a38f5 Merge pull request #8292 from unknownbrackets/opengl-core
Improve VAO core profile performance
2015-12-30 22:03:04 +01:00
Unknown W. Brackets bc4b503601 Check same depth / overlap for glCopyImageSubData.
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 3e173d14bd Oops, unset VAO in softgpu after use.
It can bleed over and cause UI to not render properly.
2015-12-30 10:25:47 -08:00
Unknown W. Brackets f982e777e5 Stop logging alphatested draws for debug stats.
Measured a small perf hit here, and we're not really using these stats
much anymore.
2015-12-30 10:24:54 -08:00
Unknown W. Brackets 842ff4000f Skip CopyImageSubData when blit is outside FBO.
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.
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.
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.
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.
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.
Otherwise it's potentially confusing that it doesn't change.  See #8310.
2015-12-27 12:05:12 -08:00
Unknown W. Brackets f415c74358 Also fix padding for DisplayList on iOS.
Fixes #8199.
2015-12-24 14:31:43 -08:00
Henrik Rydgård 949fc8fe51 Merge pull request #8282 from unknownbrackets/softgpu
softgpu: Round tex coords properly for nearest
2015-12-21 23:52:34 +01:00
Unknown W. Brackets 941988cde4 Correct prescale issues with render-to-texture.
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 2e0f9e5603 Apply prescale to generated UVs with speedhack. 2015-12-20 20:47:36 -08:00
Unknown W. Brackets c6cc5a5f45 softgpu: Support prescale UV properly.
It can be turned on and has effect, so we need to handle it.
2015-12-20 20:46:02 -08:00
Unknown W. Brackets 063a980094 softgpu: Round tex coords properly for nearest.
Fixes off-by-one errors in rendering certain textures.
2015-12-20 17:03:09 -08:00
Unknown W. Brackets 27ad8185e3 Add flag for core GL contexts.
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 0485f1bd96 softgpu: Use a VAO for copying to screen. 2015-12-19 09:18:32 -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.
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
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.
Note: still statically disabled.
2015-11-27 16:09:57 -08:00
Unknown W. Brackets 1fb271a607 Enable EXT_blend_func_extended.
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.
Seems fairly related and I don't want to add more options.
2015-11-27 00:17:14 +01:00
Henrik Rydgård 5827b583d3 Merge pull request #8240 from unknownbrackets/clut-render
Initial CPU side render-to-clut handling
2015-11-27 00:08:08 +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".
Also, add reporting.
2015-11-26 13:42:18 -08:00
Unknown W. Brackets 8e2557bafe Support render-to-clut, at least in some cases.
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