Henrik Rydgård
405ac236e6
Merge pull request #2580 from raven02/patch-5
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Partially fix depth issues in multiple games
2013-07-02 12:24:13 -07:00
arnastia
5a1071f157
Framebuffers are now read to system memory every third frame (done in Framebuffer::DecimateFBOs()).
2013-07-02 14:10:20 +01:00
arnastia
796800adfd
CPUConvert is now FramebuffersCPUConvert; allocated memory addressed by fb_address is now used in packing code for both OpenGL and OpenGL ES; some code cleanup, most of it pixel format conversion code.
2013-07-02 14:08:59 +01:00
arnastia
2e5e5e7a62
Pixel format switch (should work for both ATI/AMD and Nvidia);
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Code cleanup;
Update submodules.
2013-07-01 21:51:24 +01:00
arnastia
7824f3c09f
Merge remote-tracking branch 'upstream/master'
2013-07-01 18:59:44 +01:00
arnastia
5099140813
Fixed rendering glitch caused by calling ReadFramebuffersToMem for unfinished framebuffers (non-displayed framebuffers are now read at the beginning of next frame);
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Fix reversed pixel format for 32-bit textures on Nvidia cards.
2013-07-01 18:35:38 +01:00
Henrik Rydgård
38895e0bfb
Merge pull request #2569 from unknownbrackets/fbo-scale
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Copy only a screen's worth of pixels from FBO to output
2013-07-01 08:36:06 -07:00
raven02
6a1b6407fd
Fix depth issues in multiple games
2013-07-01 23:03:34 +08:00
Henrik Rydgård
9b84f05d16
Merge pull request #2568 from raven02/patch-4
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HW/SW T&L: remove multiple with 2.0
2013-07-01 07:33:48 -07:00
arnastia
9696948a60
Pixels should now be read correctly on ATI cards (tested on ATI Mobility Radeon HD5165); Visual artifacts on blank areas after rendering second quad remain.
2013-07-01 13:22:19 +01:00
Unknown W. Brackets
5bb16e7f40
Actually, mark BGR5650 as full alpha.
2013-06-30 23:58:10 -07:00
Unknown W. Brackets
94cbb5dcd1
Never use textureFullAlpha w/ framebuffer textures.
2013-06-30 23:56:24 -07:00
Unknown W. Brackets
cc36da061b
These are in gstate_c, don't need externs.
2013-06-30 23:56:23 -07:00
Unknown W. Brackets
0e5f741a48
Properly scale FBOs on copy to output.
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Fixes Tales of Destiny 2 and Star Ocean when buffered rendering is on.
Should only draw the top left 480x272.
2013-06-30 23:56:22 -07:00
Unknown W. Brackets
4bc7752eb5
Flip around the texture key to invalid faster.
2013-06-30 20:52:15 -07:00
Unknown W. Brackets
79116da82d
Decode 16-bit textures a bit more directly.
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Improves performance in God of War.
2013-06-30 20:36:53 -07:00
Unknown W. Brackets
386d51081c
Optimize linked shader lookup in ApplyShader().
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We already iterate all (skipping that with an if helps, though), and the
list of shaders in most games is pretty small. Using a map is not gaining
much, and actually makes the whole thing slower.
Cuts from 9.84% time in Tales of Phantasia X (lots of flushes) to 1.85%.
2013-06-30 20:33:50 -07:00
raven02
fb07c6482c
SW T&L: remove multiple with 2.0
2013-07-01 08:16:26 +08:00
raven02
7983bdb448
HW T&L: remove multiple with 2.0
2013-07-01 08:12:43 +08:00
Henrik Rydgård
f5da5f4cf6
Merge pull request #2544 from raven02/filtering-ui
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Consolildate Texture filtering option
2013-06-30 00:11:12 -07:00
Henrik Rydgård
0d32163248
Merge pull request #2542 from unknownbrackets/fps-limit
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Add an optional hack to force <= 60 FPS
2013-06-30 00:07:24 -07:00
raven02
5d275d7fe9
Consolildate Texture filtering option
2013-06-30 14:58:46 +08:00
Unknown W. Brackets
bf16c79b66
Cut down on estimated GPU cycle counts.
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They are too high and cause problems for games.
2013-06-29 20:53:03 -07:00
Juliano do Amaral Chaves
d0aeff0d4b
Update DisplayListInterpreter.cpp
2013-06-29 21:07:04 -03:00
oioitff
dc04584ca1
Add a new option to enable
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Linear Filtering only for CGs.
2013-06-30 03:35:28 +08:00