Commit Graph

1384 Commits

Author SHA1 Message Date
Henrik Rydgard
9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Julian
c92ec20811 Fixed Inconsistent texture filtering in Disgaea 2 #4235 2016-12-16 22:53:55 +02:00
Florent Castelli
e0ff68b3f6 c++11: Remove compat header base/functional.h
We want a proper C++11, not tr1. We don't target those compilers anyway.
2016-10-12 11:32:45 +02:00
Unknown W. Brackets
4d0c457ddc Cleanup display vs. output screenshot terminology. 2016-09-25 16:35:43 -07:00
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fa0e88f1b7 Add a flag to use the display vfb for screenshots.
This fixes proportions of reporting, savestate screenshots, and TAS
recording for PS1 ports, mainly.
2016-09-25 16:32:18 -07:00
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f5f9b5227d Tweak 565 buffer clearing. 2016-09-18 20:38:19 -07:00
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ee0bc6c04d Clear memory when clearing drawing.
This should help synchronize block transfers better.

Should improve #8973.
2016-09-18 20:38:19 -07:00
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26809c1d7a Determine alpha test texture after texture.
Because, of course, this reads texture alpha parameters for blending
optimizations.

Fixes #8970.
2016-09-11 11:05:04 -07:00
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92d930887f Android: Add both a lost and restore phase.
Lost = delete, restore = create.  Let's stick to never overlapping.

May help #8912.
2016-09-10 21:58:42 -07:00
Henrik Rydgard
5005e83254 Consistency improvements to the memory protect/alloc APIs 2016-08-28 12:28:17 +02:00
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c9a9fc5e44 Allow block transfers to resize framebuffers.
Helps the ending video in Valkyrie Profile.  See #6008.
2016-07-24 15:58:06 -07:00
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b30d0e8cec d3d9: Correct replaced texture format.
This was causing the row width to be wrong for many textures too, which
was generating errors.
2016-07-17 09:03:08 -07:00
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79101736b8 d3d9: Decode directly into texture buffer. 2016-06-25 09:13:14 -07:00
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5962093ef5 Centralize the majority of texture decode. 2016-06-19 08:05:54 -07:00
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339f065a5c Centralize texture deindexing more. 2016-06-19 07:14:31 -07:00
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6151f8ef9f Allow taking screenshots with a clamped size.
Sometimes 10x is a little on the big side.
2016-06-12 07:09:01 -07:00
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65ae92c78b Also avoid updating images with replacements. 2016-06-06 23:02:56 -07:00
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fc77e2f8fc Flag replaced/scaled textures so we don't reuse.
Otherwise, we may try to use the replaceImages path, and end up with a
small updated texture in the top left of a large replaced texture.
2016-06-06 19:35:58 -07:00
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c12f835364 Download single-use renders right away.
Should prevent issues with the memory being reused soon after, hopefully.
See also #8781 and #7695.
2016-06-04 19:36:30 -07:00
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a1fbcc3d93 Avoid directly calling osm from Core/GPU code.
This allows UI to handle the message however it wants to, and reduces
cross linkage issues.
2016-05-27 22:05:30 -07:00
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f168978d3e Properly set w/h on first use of a render-to-tex.
We were getting the wrong w/h when it wasn't in the texture cache already.
2016-05-21 17:53:42 -07:00
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f16f163edf Remove duplicate override.
This is the same function, it was meant to be refactored.
2016-05-21 15:45:03 -07:00
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2d53eb5456 Ensure we don't try to hash framebuffers.
Let's keep when we do things consistent: measure alpha on apply always.
2016-05-21 15:40:58 -07:00
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b09c2b1f75 Add some missing override definitions. 2016-05-21 09:29:03 -07:00
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f08c873a4b Save FBOs on decimate when they have a safe size.
Fixes #7695.
2016-05-19 21:23:22 -07:00