Commit Graph
256 Commits
Author SHA1 Message Date
Henrik Rydgård a7d0ea586f Merge pull request #3776 from raven02/patch-9
Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch)
2013-09-15 04:54:48 -07:00
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00
raven02 500c401fb7 Allow attach valid FB in FB_BUFFERED_MODE only (exactMatch) 2013-09-15 17:28:33 +08:00
Henrik Rydgård d617a1079d Merge pull request #3691 from raven02/patch-20
Add and apply gstate.getTextureDimension(level)
2013-09-11 13:23:14 -07:00
raven02 89b2913455 Render-to-texture : Add | 0x04000000 to address 2013-09-09 06:20:54 +08:00
raven02 65564725e8 Render-to-texture : Update game list comments 2013-09-08 19:44:36 +08:00
raven02 de1264d239 Apply gstate.getTextureDimension(level) 2013-09-08 16:08:31 +08:00
Unknown W. Brackets ca1168df3c Enable the G3D log on Windows by default. 2013-09-07 13:43:07 -07:00
Unknown W. Brackets 08b41df6a2 Change a few more log types. 2013-09-07 13:31:14 -07:00
raven02 b932f908d3 Make it invalid for subarea texture 2013-09-07 18:48:10 +08:00
Unknown W. Brackets 37c7b1a5c1 Check texture format changes even for renders. 2013-09-06 23:40:23 -07:00
Unknown W. Brackets 69e4b3487b Reuse framebuffers on format change. 2013-09-06 10:56:43 -07:00
Henrik Rydgård 20f6e4b0de Merge pull request #3640 from raven02/patch-12
Fix issue #2758 Tactics Ogre: Map flickering
2013-09-05 01:22:02 -07:00
Unknown W. Brackets f5375b794b Fix dumb missing nullcheck. 2013-09-05 01:17:37 -07:00
raven02 7f5b87361e Fix issue #2758 Tactics Ogre: Map flickering 2013-09-05 15:07:48 +08:00
Henrik Rydgård f349efbe14 Merge pull request #3549 from raven02/patch-35
Render-to-texture : Add affected game list as reference
2013-09-01 15:06:47 -07:00
Unknown W. Brackets b5304cce57 Consider all framebuffers before settling. 2013-09-01 14:46:08 -07:00
Unknown W. Brackets 0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
Unknown W. Brackets b1ca06dff0 Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets ac56a7ee65 Keep framebuffer sources alive.
Hopefully this is not too dangerous...
2013-09-01 11:41:11 -07:00
Unknown W. Brackets 49902ed4dc Factor out texture from framebuffer. 2013-09-01 11:40:35 -07:00
Unknown W. Brackets 81baa3b540 Properly handle invalid attachments. 2013-09-01 11:31:09 -07:00
raven02 04f6e309a9 Render-to-texture : Add affected game list as reference 2013-09-01 20:54:36 +08:00
raven02 d86d782ecd Apply auto-gen mipmapping to WIN32 2013-09-01 08:28:09 +08:00
raven02 7612335992 Minor fix 'useBufferedRendering' bool variable 2013-08-27 15:11:55 +08:00
raven02 284a3a7b44 Mipmapping only enable when texture scaling disabled 2013-08-25 14:43:03 +08:00
Unknown W. Brackets 5ab04a3076 Centralize CLUT handling form gstate values. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets 7f6cf3ec29 Add a few gstate accessors for texture type stuff. 2013-08-24 11:34:37 -07:00
Unknown W. Brackets c141e94fe9 Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
Unknown W. Brackets 1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00
raven02 7245164604 Change to AttachFramebufferValid() for suboffset textures 2013-08-22 11:31:39 +08:00
Unknown W. Brackets 5b5bee86dd Compare the right fb address for suboffset textures.
If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's graphics mostly.

Still seems to hang somewhat into the game...
2013-08-21 00:34:47 -07:00
Unknown W. Brackets 5461d63889 Backpeddle a bit on tex bufw alignment.
Maybe they're just minimums?
2013-08-19 23:57:29 -07:00
raven02 9e10239c9b Revert part of #3108 to avoid rendering garbage memory 2013-08-19 21:39:56 +08:00
Unknown W. Brackets e96a825743 Align non-compressed textures to 16 bytes. 2013-08-18 22:43:26 -07:00
Unknown W. Brackets 52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
raven02 fad8b77044 Merge remote-tracking branch 'upstream/master' into patch-13 2013-08-14 07:29:56 +08:00
Unknown W. Brackets 008052e6d6 Fix some variable hiding warnings. 2013-08-12 23:32:38 -07:00
Henrik Rydgard 9109882c04 More microoptimization 2013-08-11 22:12:14 +02:00
raven02 c2a86d647f Fix wrong size generated of FBO for some games which uses it as render-to-texture 2013-08-12 02:20:55 +08:00
Henrik Rydgård f01279f2cf Merge pull request #3082 from raven02/patch-12
Fix black/missing textures in few games
2013-08-09 00:58:38 -07:00
Henrik Rydgard 51ffdfa132 Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations. 2013-08-07 22:34:00 +02:00
raven02 ba4d236d18 Fix black/missing textures in few games 2013-08-07 22:47:41 +08:00
Unknown W. Brackets f35b4a6159 Don't use render-to-texture with format mismatch. 2013-08-02 22:45:35 -07:00
Unknown W. Brackets 8e512c926e For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
2013-08-02 22:45:34 -07:00
Unknown W. Brackets ab1c20f509 Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
2013-08-02 22:45:34 -07:00
Henrik Rydgard 61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02 635def582c Fix readIndexedTex() to use texture level for width/height 2013-07-31 01:52:29 +08:00
raven02 50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02 75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00