Commit Graph

272 Commits

Author SHA1 Message Date
Unknown W. Brackets
be9194b887 Try harder to show a useful post shader error.
It's worth seeing the error quickly, but mostly will need to look at the
log.
2014-02-16 01:25:33 -08:00
Henrik Rydgard
8b6b491820 Remove obsolete outputWidth/outputHeight 2014-02-10 12:44:35 +01:00
Unknown W. Brackets
d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
DanyalZia
afc36d557e Properly show OSD information of resolution 2014-01-27 11:46:09 +05:00
DanyalZia
61a15c1465 Fix a bug where changing resolution wouldn't make a difference on a fly 2014-01-26 19:02:21 +05:00
Unknown W. Brackets
b034b992df Only copy dirty depth buffers between FBOs.
We can remove this if/when we track them separately.  This may break a
game that depends on the depth carrying over between several FBOs, but
that's not extremely likely.

This improves performance in Gods Eater Burst.
2014-01-24 01:44:24 -08:00
Unknown W. Brackets
9cfb8648c0 Keep a map of temporary buffers for self renders. 2014-01-20 07:54:40 -08:00
Unknown W. Brackets
c6dc6b46e5 Clear the duplicate FBO on shutdown. 2014-01-20 07:54:39 -08:00
Unknown W. Brackets
b48de952fd Duplicate framebuffers textured onto themselves.
This fixes #2917.

I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
raven02
a132b54c01 Put depth copy as BindFramebufferDepth() 2014-01-20 22:02:20 +08:00
Unknown W. Brackets
b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgard
c55578367f Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
Will later replace with a multiselect of different sizes, or something more advanced
like multitouch drag & zoom of the screen to get it exactly where you want it.
2014-01-16 00:22:39 +01:00
Unknown W. Brackets
79864a5ee0 Fix some initialization order warnings. 2014-01-10 22:21:24 -08:00
Henrik Rydgard
ad951bc0d4 Symbian buildfix 2014-01-06 19:21:27 +01:00
Henrik Rydgard
43a93f086d Enable depth buffer copies on GLES3 devices without breaking any desktop 2014-01-06 18:03:57 +01:00
Henrik Rydgard
aaf219d063 Only copy the depth buffer if the framebuffer size matches. 2014-01-05 13:00:57 +01:00
Unknown W. Brackets
2a56c76f55 Fix crash in non-buffered rendering. 2014-01-04 17:29:00 -08:00
Unknown W. Brackets
202842d690 On desktop, blit depth when not cleared.
Workaround for #1283, makes Jeanne d'Arc playable.
2014-01-04 11:27:01 -08:00
Henrik Rydgård
431395eceb Merge pull request #4905 from raven02/patch-23
Bind framebuffer to 0 if framebuffer status is incomplete
2014-01-03 03:47:42 -08:00
raven02
6467c70f08 Exclude PowerVR chipset only 2014-01-02 19:21:22 +08:00
raven02
e84a7b1586 Viewport restore only for Adreno GPU 2014-01-02 12:17:41 +08:00
Henrik Rydgard
91531a9792 Get rid of "ATIClampBug", it's not a bug, it's just lack of full non-pow-2 texture support 2014-01-02 00:09:01 +01:00
Henrik Rydgard
a9832fb79a Set cleardepth the traditional way on desktop. 2014-01-01 23:40:35 +01:00
W.MS/王京
032f40b5a1 fix the typo, maybe
LOL
2014-01-02 01:30:24 +08:00
raven02
5d05b4f16a ClearBuffer(): Clear depth to 1.0 2014-01-01 22:49:50 +08:00