Unknown W. Brackets
99eb3f8a94
Instead, let's resize it in case there's rendering.
2016-01-17 23:07:00 -08:00
Unknown W. Brackets
7993866ee4
Invalidate FBOs when video width is larger.
...
This way we won't try to upload them wrong. Fixes #8392 .
2016-01-17 21:58:49 -08:00
Unknown W. Brackets
0828721bc2
Simplify depth calculation a bit.
...
This way we keep the original range better, so we should lose less
precision.
2016-01-17 18:30:58 -08:00
Unknown W. Brackets
516147680c
Merge pull request #8182 from LunaMoo/minor_cleaning
...
Move "Display Rotation" and stretching options to display layout editor.
2016-01-17 14:54:39 -08:00
Unknown W. Brackets
b40c3fd839
Use video format when uploading to framebuffers.
...
Expected to help Bounty Hound, #8392 .
2016-01-17 12:57:27 -08:00
Henrik Rydgard
790210f6ef
Minor fixes
2016-01-17 20:33:22 +01:00
Henrik Rydgard
dfa7a252de
Get rid of some redundant vertex shaders when using unlit ShadeMapping (wipeout, etc)
2016-01-17 20:33:21 +01:00
Henrik Rydgard
c8b1064d20
GL Cleanup: No longer redundantly store the shader ID inside the shader objects
2016-01-17 20:33:14 +01:00
LunaMoo
6061ad7579
Some improvements, comments and polishing.
2016-01-17 09:21:12 +01:00
LunaMoo
e4271fe1bc
Integrate stretching options into display layout editor.
2016-01-17 09:18:41 +01:00
LunaMoo
284600b1a7
Move "Display Rotation" to display layout editor.
...
Fix portrait rotation representation in the editor with auto setting.
Minor cleanup.
2016-01-17 09:18:36 +01:00
Unknown W. Brackets
6b3260df9a
Correct SSE alpha check for 4444 textures.
...
Oops, can't use cmplt here.
2016-01-12 00:20:36 -08:00
Henrik Rydgård
d479990595
Merge pull request #8413 from hrydgard/framebuffer-remove-unused
...
Remove some unused functionality from the framebuffer managers
2016-01-10 23:47:29 +01:00
Unknown W. Brackets
c6ffed6484
gedbg: Add mechanics to grab CLUT buffer.
2016-01-10 09:25:19 -08:00
Henrik Rydgard
88ed44189d
Remove some unused functionality from the framebuffer managers
2016-01-10 14:59:27 +01:00
Unknown W. Brackets
aa0055cea7
Track the running GPU backend separate from config.
...
This way we can change the config directly when we want to save a new
setting, rather than having hacks to use a temp var.
2016-01-05 22:37:28 -08:00
Henrik Rydgård
8b27bc51f5
Merge pull request #8389 from unknownbrackets/gpu-memcpy
...
Refactor VRAM download, optimize rendered CLUTs
2016-01-05 12:49:29 +01:00
Unknown W. Brackets
6b98b99006
Take the closest matching CLUT framebuffer.
2016-01-05 00:42:24 -08:00
Unknown W. Brackets
909d477719
Support CLUTs at an x offset.
...
Used by Kurohyo 2. Highly unlikely to be a mis-estimate within stride.
2016-01-05 00:02:58 -08:00
Victor Xie
cd63b6d057
Fixed build on Mac OS X.
2016-01-05 14:23:54 +08:00
Unknown W. Brackets
191350ff02
Minor cleanup.
2016-01-04 22:23:37 -08:00
Unknown W. Brackets
19877144ba
Avoid redownloading CLUT when reloaded.
...
In Brave Story, the game reloads the CLUT frequently, but doesn't actually
render to the CLUT that often. It also switches between a few different
rendered CLUTs - so caching that we've downloaded is a HUGE win.
In case someone reading this message is interested, it actually renders
these CLUT tables from what appears to be a color wheel. Crazy huh?
2016-01-04 22:21:33 -08:00
Unknown W. Brackets
28a07c70c6
Explicitly download rendered cluts.
...
This avoids triggering logic that tries to get the sizing right, or
optimize frequent copies. CLUTs often get estimated wrong, so it's better
to copy just the correct range, always.
2016-01-04 21:29:03 -08:00
Unknown W. Brackets
a6c64f74d1
Cleanup download process a bit more.
2016-01-04 20:51:43 -08:00
Unknown W. Brackets
4176ee241f
Reuse more code between GPUs for download.
2016-01-04 20:40:07 -08:00