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.
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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
sum2012
3c72623061
Fix "Integer divide by zero 0" in Spline.cpp
2014-01-23 05:45:28 +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.
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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
Unknown W. Brackets
60cf5df571
Consider the texture changed when framebuf changes.
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Needed to properly consider render to self (should rebind if the
framebuffer is later used with a separate target.)
2014-01-20 07:52:09 -08:00
Unknown W. Brackets
09f1c795e5
Pass around texture pointers, not addresses.
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This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
raven02
ee3c3bca4a
Add BindFramebufferDepth()
2014-01-20 22:03:12 +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.
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Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Unknown W. Brackets
3e7f749f6d
Change the self message for separate reporting.
2014-01-20 01:07:01 -08:00
Unknown W. Brackets
c412bbc09c
Don't call SetTexture() in clear mode.
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It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Henrik Rydgård
1e360d5c0a
Merge pull request #5153 from unknownbrackets/texcache2
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Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Unknown W. Brackets
eeaeb91610
Disable scaling to odd multiples when unsupported.
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May help #4000 .
2014-01-19 21:14:21 -08:00
Unknown W. Brackets
9680a7ccc7
Allow texture scaling on changed textures.
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But only if they don't change very frequently. Should fix #1934 .
2014-01-19 20:54:48 -08:00
Peter Tissen
2f7243b5eb
Don't truncate spline/bezier through mode
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Don't truncate the through mode bit in the vertex type during
normalization. Normalization is used to convert different vertex types
to a singular normalized one but the through-mode bit should be preserved.
This only affects (fixes) spline and bezier draw commands. The only thing
that was broken was games that drew splines/beziers with through-mode and
have matricies that differ significantly from the identity (didn't load
identity before drawing).
This should not break anything and fix #5087 .
2014-01-19 16:53:14 +01:00
Unknown W. Brackets
2e91adc607
Oops, revert software transform breakage.
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It will deal with getting the coords right, including in projection modes.
2014-01-18 15:44:04 -08:00
Unknown W. Brackets
6eb493a842
Use 0 for texcoord when not specified in vertex.
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Can't find any other unprotected attributes (well, position, but that
should always be specified) so this fixes #5133 .
Also fixes #5124 for me.
2014-01-18 14:57:25 -08:00
Unknown W. Brackets
2347498667
x86jit: Use templates to avoid some void * casts.
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Makes it a bit cleaner and potentially safer.
2014-01-18 09:57:13 -08:00
Henrik Rydgard
da97a67526
Try a different approach to the problem in #5117
2014-01-16 22:52:14 +01:00
sum2012
016fa0cbff
Fix Windows 64 bit gpu crash
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Fix #2301 ,thanks @raven02
2014-01-16 22:01:38 +08:00
Henrik Rydgard
c55578367f
Add option "Small Display", useful for large tablets to avoid overlapping touch controls with the screen.
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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
Henrik Rydgård
4fda9135da
Log dimensions of framebuffer/texture collisions. Update native.
2014-01-14 10:51:45 +01:00
Unknown W. Brackets
6b0853c2e0
Report when texturing from the render framebuffer.
2014-01-14 01:14:06 -08:00