Commit Graph
129 Commits
Author SHA1 Message Date
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 b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -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 a4d33d77b7 d3d: Unify ReadFramebufferToMemory() signature. 2014-09-13 15:09:30 -07:00
Unknown W. Brackets 3dfdddfc5f d3d: Move UpdateFromMemory() to common. 2014-09-13 14:44:18 -07:00
Unknown W. Brackets 9af3befc59 d3d: Add RebindFramebuffer(). 2014-09-13 14:26:39 -07:00
Unknown W. Brackets 6f991a1042 d3d: Add FlushBeforeCopy(). 2014-09-13 14:23:18 -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 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 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 a33589b3e9 Optimize away bits in the stencil upload.
Should be faster than sending to the GPU this way, if we can help it.
Should improve delays on FBO creation at high render resolutions.
2014-06-28 01:39:18 -07:00
Unknown W. Brackets 4c62a17f72 Allow exact render-to-tex format mismatches more.
If the right format was used recently, it's still okay.  Also check the
x/y offset to try to find the best match.
2014-06-22 21:02:43 -07:00
Unknown W. Brackets a9da3618ba Upload the color/stencil buffers on FBO creation.
Fixes pausing or loading a savestate in Star Ocean (previously your
character became invisible until the screen panned.)
2014-06-17 23:55:09 -07:00
Unknown W. Brackets e762689ea8 Update vsync on resize, and before first FBO.
May take care of #4440.
2014-06-15 15:19:49 -07:00
Unknown W. Brackets d06a0520ae Consistently mark vfb dirty after drawing to it. 2014-06-14 13:19:27 -07:00
Unknown W. Brackets 9b12a4893d Track framebuffer memory dirty more carefully.
Fixes #6296, Grand Knights History slowdown during battle transition.  May
also more correctly identify block transfer downloads.
2014-06-11 22:21:08 -07:00
Unknown W. Brackets efc2de41ae Ignore depth buffers with stride = 0.
They're clearly not being used.
2014-06-11 00:40:47 -07:00
Unknown W. Brackets c49ba888b5 Flush draws before doing any block transfers.
Otherwise, we might flush on top, or we might download the wrong thing.
2014-06-11 00:28:28 -07:00
Unknown W. Brackets 4effd15fcb Support Grand Knight History's line-by-line xfer.
This is a bit hacky, but what it's doing at least makes sense enough to
heuristically detect.  Still trying to avoid misdetecting God of War.
2014-06-07 23:59:34 -07:00
Unknown W. Brackets 171629ba48 Separate fbo resize logic from creation. 2014-06-06 20:54:16 -07:00
Unknown W. Brackets 3d8f078b6c Try to workaround Breath of Fire 3's render-to-tex.
It renders to two areas but textures with a high V to reach the second
texture.  We've been wrapping the V around but this may show the right
buffer.
2014-06-06 00:28:12 -07:00
Unknown W. Brackets c2ccfd5629 Stop stretching things to the FBO size.
Instead, draw in the top corner.  This way, even if framebuffers get
smaller things stay consistent.
2014-06-01 21:20:04 -07:00
Unknown W. Brackets 73234941e1 Consider stride more when determining fb size. 2014-06-01 13:50:37 -07:00
Henrik Rydgård 0c7c736522 Merge pull request #6205 from unknownbrackets/replace-funcs
Initial replacement for Star Ocean's stencil upload
2014-06-01 12:22:11 +02:00
Unknown W. Brackets 0846673dc3 Track temporary-use FBOs all in FramebufferManager.
This way it's easier to manage their lifecycle.
2014-06-01 01:03:43 -07:00
Unknown W. Brackets 089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
Unknown W. BracketsandHenrik Rydgard 5f99f663ef Avoid duplicating an FBO when depaletizing it. 2014-05-27 22:12:23 +02:00
Henrik Rydgard d0e65054a4 A bit closer to working. Shadow visible 2014-05-27 22:09:22 +02:00
Henrik Rydgard 8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
Unknown W. Brackets 8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
Unknown W. Brackets 1a8369e51c Apply a very specific hack for Danganronpa.
This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.

Generally, hacks are a bad thing.  But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
2014-05-26 11:40:46 -07:00
Unknown W. Brackets 9195019872 Allow memcpy gpu downloads.
Fixes FF4 battle transition effect, Trails in the Sky menu, etc.
2014-05-25 21:49:16 -07:00
Unknown W. Brackets 8228bee6bf Download only the necessary subareas.
Performance improvement in Tactics Ogre.
2014-05-25 19:50:40 -07:00
Unknown W. Brackets c42d04829f Detect if the game uses block transfer slivers.
In that case, it's better to read it once, than multiple times.
Improves performance and graphics in Grand Knights History.
2014-05-25 18:18:26 -07:00
Unknown W. Brackets cbb3fe0086 Refactor framebuffer size calculation. 2014-05-25 17:12:58 -07:00
Unknown W. Brackets fd4ba0093c Skip some code if things are outside framebuffers.
Small optimization.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets 4dbb4328ae Download before, upload after. Fix save pictures.
Otherwise, it only works if it does it every frame, and then it's a frame
behind.  Also fixes Tales of Phantasia X's fades and etc.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets 0e620b2fe9 Fix buffer overflow in MakePixelTexture(). 2014-05-25 16:28:28 -07:00
Unknown W. Brackets 30222f987d Flip framebuffers when downloading their pixels.
It seems like this is where it was being done...
2014-05-25 16:28:28 -07:00
Unknown W. Brackets 62cd61611e Support block transfers offset into a framebuffer. 2014-05-25 15:13:19 -07:00
Henrik Rydgard eaba341db0 Split DrawPixels up, preparing to make it more flexible 2014-05-25 10:02:50 +02:00
Henrik Rydgard 0208ca8e90 Add some reporting for framebuffer sceDmacMemcpys. 2014-05-25 10:02:49 +02:00
raven02andHenrik Rydgard 218b446f9c Add updateVRAM_; 2014-05-25 10:01:36 +02:00
Henrik Rydgard 994629089e Implement GPU block copies between buffers and from buffer to RAM.
(first one not very well tested, second one improves Burnout Legends sun a lot)
2014-05-25 10:01:33 +02:00
Henrik Rydgard b8c39d4e42 ReadFramebuffer: Support sub rectangle 2014-05-08 16:09:55 +02:00