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
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
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
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
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.
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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
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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
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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
Henrik Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
raven02
cf50ace328
bind framebuffer to 0 if framebuffer status is incomplete
2013-12-22 16:03:39 +08:00
raven02
4f81d97624
emnu fix#2
2013-12-21 16:18:38 +08:00
Henrik Rydgård
34f2f5db98
When drawing the displayed FBO to the screen, always use bilinear.
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Might want to make this an option in the future.
2013-12-16 16:04:08 +01:00