Commit Graph

488 Commits

Author SHA1 Message Date
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b9d7ffe484 d3d: Support the Danganronpa hack. 2014-09-13 16:47:23 -07:00
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7f89723d2b d3d: Initial implementation of framebuf download.
Not working, or not working properly...
2014-09-13 16:37:59 -07:00
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2463074530 d3d: Converge block transfer logic. 2014-09-13 15:40:55 -07:00
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971dd5df1e d3d: Unify BlitFramebuffer() as well. 2014-09-13 15:12:59 -07:00
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f33515723b Move ForgetLastTexture() into DrawPixels(). 2014-09-13 14:58:05 -07:00
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3dfdddfc5f d3d: Move UpdateFromMemory() to common. 2014-09-13 14:44:18 -07:00
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77cd49622b d3d: Fix switching between rendering modes. 2014-09-11 23:30:42 -07:00
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e9b87104ef Move FBO_OLD_AGE to the common header.
Guess it's fine here.
2014-09-09 23:11:25 -07:00
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e2a4a50511 d3d: Centralize framebuf creation/switch logic. 2014-09-09 22:58:43 -07:00
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ae2e8c5c7c d3d: Migrate a few more things into common code. 2014-09-09 22:58:11 -07:00
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8c229e00b4 d3d: Begin centralizing framebuffer management. 2014-09-09 08:12:42 -07:00
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7e248376f8 Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
2014-09-08 07:40:43 -07:00
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2532639f70 Refactor fbo binding into DrawPixels(). 2014-09-07 21:53:22 -07:00
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b20cd3cba2 Clear stencil on switch from 565 buffer.
Fixes #2094, shadows in Kingdom Hearts in some scenes.

Not a complete solution, but should be a relatively safe one.
2014-09-07 08:47:46 -07:00
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5e07a40a83 Oops, buildfix Android/etc.
This is not declared there.
2014-08-30 07:13:36 -07:00
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361b9a2572 Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
2014-08-30 02:05:51 -07:00
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5a3a972d95 Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
2014-08-27 23:13:08 -07:00
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9cab344026 Rebind the fbo after inter-buffer copy.
Might be needed if the list is stalled, a copy is done, list unstalled,
and then something happens to flush a pending prim.
2014-08-27 23:10:07 -07:00
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fc5d62804e Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
2014-08-27 23:08:17 -07:00
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77e050d044 Only unbind the read fbo id draw can be skipped. 2014-08-27 23:07:11 -07:00
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a8b78a46bd Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
2014-08-27 23:05:21 -07:00
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42aa494aeb d3d: Get some initial GE previews working.
Wrong colors.
2014-08-24 21:52:47 -07:00
Luna
62a1023615 Add "Screen Scaling Filter" option 2014-08-08 20:51:15 +02:00
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0279aa154c Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
2014-08-03 21:48:18 -07:00
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3bf88a3c9a Disable tests and etc. when destroying framebufs.
Fixes #6678.  May fix problems loading savestates as well.
2014-08-03 18:45:36 -07:00