Commit Graph
2553 Commits
Author SHA1 Message Date
Unknown W. Brackets d5aae5a705 Match block transfer address even when uncached.
Rhythm8 for example uses an uncached address for the dest framebuffer.
2014-06-09 23:28:54 -07:00
Unknown W. Brackets ef12694c4b Don't update render tex x/y offset unless matched.
Sometimes we have false matches, they should be skipped.  Fixes some bloom
that is off in some games.
2014-06-09 22:45:14 -07:00
Sacha 9d9d135176 Symbian buildfix, x11 linker order 2014-06-10 15:33:30 +10:00
Sacha 87c7b31e77 Qt: Mac arch detection workaround on Qt4. Fix a conflict. 2014-06-10 15:11:25 +10:00
Henrik Rydgard e01f8232bd Try the quickfix proposed for 6272 at 1080p, works nicely.
Might want to do something more ambitions, too, allowing minor crops
on more resolutions...
2014-06-09 21:22:12 +02:00
Henrik Rydgard 339c4d7dc3 Fix a bunch of typos breaking various utility shaders on GLES
Fixes white shadows in FF-Type 0 on Tegra, as mentioned in #6268
2014-06-09 19:15:45 +02:00
Sacha e57ae29e4a Symbian: Switch to GCC 4.7.3. Blackberry: Switch to GCC 4.8.2 2014-06-09 23:49:30 +10:00
Henrik Rydgård 8bef7c64b1 Merge pull request #6262 from unknownbrackets/framebuf-estimate
Assume 512 tall framebuffers are wrong too
2014-06-09 13:02:57 +02:00
Henrik Rydgård 28da52472a Merge pull request #6269 from xsacha/master
Travis: Update to GCC 4.7.3 for Symbian.
2014-06-09 12:52:35 +02:00
Sacha fd70cfa149 Travis: Update to GCC 4.7.3 for Symbian. 2014-06-09 20:28:26 +10:00
Unknown W. Brackets f801123849 Correct some depal format reporting. 2014-06-08 23:28:55 -07:00
Unknown W. Brackets 1bd44fd4e2 Typo. 2014-06-08 23:21:16 -07:00
Unknown W. Brackets 63e0d47de6 Report unsupported RGB and a/stencil masks. 2014-06-08 22:45:59 -07:00
Unknown W. Brackets 3884550c7b Remove a few TODOs that aren't relevant anymore. 2014-06-08 22:35:48 -07:00
Unknown W. Brackets 375bc34c4b Skip direct blocktransfer draw in buffered.
It isn't needed anymore, and causes glitches in Tales of Phantasia X.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets 125a440e71 Try scissor/region height if viewport is == 512.
Fixes Tales of Phantasia X menu in towns, where it uses a 480 tall
framebuffer but specifies a 512 tall viewport.
2014-06-08 17:30:51 -07:00
Unknown W. Brackets 5fd0adcb6a Fix framebuf blit on resize. 2014-06-08 17:30:50 -07:00
Unknown W. Brackets fdf15cf05f Fix intra-buffer blit at non-1x resolutions.
Oops.
2014-06-08 16:26:47 -07:00
Henrik Rydgård 019757a2b8 Merge pull request #6260 from unknownbrackets/gpu-blocktransfer
Fix block transfer download with bpp mismatch
2014-06-09 00:15:25 +02:00
Unknown W. Brackets 3a0cce575c Fix block transfer download with bpp mismatch.
Pretty sure this will take care of #6258.
2014-06-08 15:05:10 -07:00
Henrik Rydgård 89667a870b Merge pull request #6259 from unknownbrackets/fbtex-offset
Apply byte offset when using rendered textures
2014-06-08 23:34:22 +02:00
Unknown W. Brackets b163ab9203 Use an extra shader id bit to skip offsetting.
Since the vast majority of the time it will be 0.
2014-06-08 14:28:18 -07:00
Unknown W. Brackets 865941a66d Ignore needShaderTexClamp when not texmapping. 2014-06-08 14:27:57 -07:00
Unknown W. Brackets acab898be0 Keep track of x/y offset for render-to-tex.
Fixes intro in Valkyrie Profile now that we're wrapping correctly.
2014-06-08 14:27:05 -07:00
Henrik Rydgard 9c799b773d Don't use glTexStorage2D, see issue #6075
Probably didn't help much anyway.
2014-06-08 18:36:18 +02:00
Henrik Rydgård fe58f8daa9 Merge pull request #6254 from unknownbrackets/framebuf-clamp
Correct framebuf clamping, tex projection from framebuf
2014-06-08 11:22:38 +02:00
Henrik Rydgård be02ea7769 Merge pull request #6255 from unknownbrackets/gpu-blocktransfer
Enable "simulate block transfer" by default
2014-06-08 11:15:22 +02:00
Henrik Rydgard 4b9823c0ea Let's see if there are any remaining fog INF/NAN issues out there 2014-06-08 11:06:34 +02:00
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 3f8ef6dacd Ensure stride in bytes matches FBO up/download.
Even if we should do the copy, we'll currntly use the wrong x/y/w/h.
This fixes incorrect uploads in God of War, which hurt performance a lot.

Unfortunately, in this game there's zero information to tell us the right
size of some small temp framebuffers it uses, so we overestimate their
sizes and the block transfer appears to fall into range.
2014-06-07 22:40:41 -07:00
Unknown W. Brackets ed39bb7a9c When projecting textures, flip V in frag shader.
Slower, but this way we actually project correctly.
2014-06-07 19:32:19 -07:00
Unknown W. Brackets da438b7c68 Fix clamping to the correct texel.
This fixes things when edges bleed in from a larger framebuffer.  We need
to clamp to the internal texels of the range.
2014-06-07 19:30:46 -07:00
Unknown W. Brackets 7226aad903 Don't allow the buf name cache to get too full. 2014-06-07 16:28:24 -07:00
Unknown W. Brackets 5f521bcfb0 Reuse buffer objects when possible.
glBufferData() recreates anyway.
2014-06-07 16:20:12 -07:00
Unknown W. Brackets 4971206e92 Allocate vertexcache buffer names in chunks.
Partially implements #6045.
2014-06-07 16:15:37 -07:00
Unknown W. Brackets 0896c3412d Allocate textures names in blocks.
May improve performance slightly when loading or recycling textures.
Probably uploading the texture is bigger anyway.
2014-06-07 16:13:53 -07:00
Unknown W. Brackets 33b4cc2bcc Apply clamp and wrap to tex projection as well.
Not sure if this is the correct method or not, since it doesn't really
work properly right now.
2014-06-07 14:19:53 -07:00
Unknown W. Brackets cc841bbe4c Apply tex wrap/clamp in shader for render-to-tex.
Fixes graphical artifacts in Wild Arms XF (which depends on how you get
there, because it's based on the size of the framebuffer.)
2014-06-07 13:13:58 -07:00
Unknown W. Brackets a53f165c06 Oops, update render size when resizing down too.
Hopefully #6247.
2014-06-07 06:26:03 -07:00
Unknown W. Brackets d8e98786f7 Oops, fix logging on FBO creation. 2014-06-07 01:35:39 -07:00
Unknown W. Brackets cda98334f8 Fix some crashes when switching rendering mode. 2014-06-07 00:52:58 -07:00
Henrik Rydgård 2696710dbd Merge pull request #6245 from unknownbrackets/gpu-minor
Support displaying from an offset in a framebuf
2014-06-07 09:25:29 +02:00
Unknown W. Brackets 2a2935003d Oops, fix stencil upload at non-1x resolutions. 2014-06-07 00:18:49 -07:00
Unknown W. Brackets 0bbeab28ec Verify fbo exists when copying depth.
Should fix #5343 based on stack trace.
2014-06-06 22:35:34 -07:00
Unknown W. Brackets 7a299fb1f2 Avoid displaying a wrong-format framebuf. 2014-06-06 21:11:58 -07:00
Unknown W. Brackets 8ec87040df Detect staggered/interleaved rendering.
Not sure why you'd do this, maybe to simultaneously render?  Should help
the Silent Hill games which seem to do this.
2014-06-06 21:08:14 -07:00
Unknown W. Brackets 8d1b3ae7aa Fix a vertexdec crash from the ge debugger. 2014-06-06 21:06:29 -07:00
Unknown W. Brackets 171629ba48 Separate fbo resize logic from creation. 2014-06-06 20:54:16 -07:00
Henrik Rydgård 96787a95d7 Merge pull request #6239 from unknownbrackets/bof3-workaround
Try to workaround Breath of Fire 3's render-to-tex
2014-06-06 20:42:13 +02:00
Unknown W. Brackets 48d0b8fb0b Fix a crash in non-buffered rendering. 2014-06-06 10:28:18 -07:00