Unknown W. Brackets
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b9d7ffe484
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d3d: Support the Danganronpa hack.
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2014-09-13 16:47:23 -07:00 |
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Unknown W. Brackets
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7f89723d2b
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d3d: Initial implementation of framebuf download.
Not working, or not working properly...
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2014-09-13 16:37:59 -07:00 |
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Unknown W. Brackets
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2463074530
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d3d: Converge block transfer logic.
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2014-09-13 15:40:55 -07:00 |
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Unknown W. Brackets
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971dd5df1e
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d3d: Unify BlitFramebuffer() as well.
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2014-09-13 15:12:59 -07:00 |
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Unknown W. Brackets
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f33515723b
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Move ForgetLastTexture() into DrawPixels().
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2014-09-13 14:58:05 -07:00 |
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Unknown W. Brackets
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3dfdddfc5f
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d3d: Move UpdateFromMemory() to common.
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2014-09-13 14:44:18 -07:00 |
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Unknown W. Brackets
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77cd49622b
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d3d: Fix switching between rendering modes.
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2014-09-11 23:30:42 -07:00 |
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Unknown W. Brackets
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e9b87104ef
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Move FBO_OLD_AGE to the common header.
Guess it's fine here.
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2014-09-09 23:11:25 -07:00 |
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Unknown W. Brackets
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e2a4a50511
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d3d: Centralize framebuf creation/switch logic.
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2014-09-09 22:58:43 -07:00 |
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Unknown W. Brackets
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ae2e8c5c7c
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d3d: Migrate a few more things into common code.
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2014-09-09 22:58:11 -07:00 |
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Unknown W. Brackets
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8c229e00b4
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d3d: Begin centralizing framebuffer management.
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2014-09-09 08:12:42 -07:00 |
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Unknown W. Brackets
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7e248376f8
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Track the last drawn width/height/format.
This way we can apply render-to-self effects more correctly.
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2014-09-08 07:40:43 -07:00 |
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Unknown W. Brackets
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2532639f70
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Refactor fbo binding into DrawPixels().
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2014-09-07 21:53:22 -07:00 |
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Unknown W. Brackets
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b20cd3cba2
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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.
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2014-09-07 08:47:46 -07:00 |
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Unknown W. Brackets
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5e07a40a83
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Oops, buildfix Android/etc.
This is not declared there.
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2014-08-30 07:13:36 -07:00 |
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Unknown W. Brackets
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361b9a2572
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Use 8888, always, for Danganronpa's FBOs.
This should fix dithering on draw causing problems for Adreno 3xx devices.
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2014-08-30 02:05:51 -07:00 |
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Unknown W. Brackets
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5a3a972d95
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Perform intra-buffer blits directly.
As far as I can tell, this doesn't need a temp fbo.
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2014-08-27 23:13:08 -07:00 |
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Unknown W. Brackets
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9cab344026
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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.
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2014-08-27 23:10:07 -07:00 |
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Unknown W. Brackets
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fc5d62804e
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Avoid unbinding the draw fbo where possible.
If we're just going to bind another one, no need to trade around.
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2014-08-27 23:08:17 -07:00 |
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Unknown W. Brackets
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77e050d044
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Only unbind the read fbo id draw can be skipped.
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2014-08-27 23:07:11 -07:00 |
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Unknown W. Brackets
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a8b78a46bd
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Forget the bound texture on fbo_create().
Just in case, since it overrides the texture.
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2014-08-27 23:05:21 -07:00 |
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Unknown W. Brackets
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42aa494aeb
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d3d: Get some initial GE previews working.
Wrong colors.
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2014-08-24 21:52:47 -07:00 |
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Luna
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62a1023615
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Add "Screen Scaling Filter" option
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2014-08-08 20:51:15 +02:00 |
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Unknown W. Brackets
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0279aa154c
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Use glStencilMask() to partially simulate amask.
Alpha won't be correct, though.
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2014-08-03 21:48:18 -07:00 |
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Unknown W. Brackets
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3bf88a3c9a
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Disable tests and etc. when destroying framebufs.
Fixes #6678. May fix problems loading savestates as well.
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2014-08-03 18:45:36 -07:00 |
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