arnastia
5099140813
Fixed rendering glitch caused by calling ReadFramebuffersToMem for unfinished framebuffers (non-displayed framebuffers are now read at the beginning of next frame);
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Fix reversed pixel format for 32-bit textures on Nvidia cards.
2013-07-01 18:35:38 +01:00
arnastia
9696948a60
Pixels should now be read correctly on ATI cards (tested on ATI Mobility Radeon HD5165); Visual artifacts on blank areas after rendering second quad remain.
2013-07-01 13:22:19 +01:00
Unknown W. Brackets
0e5f741a48
Properly scale FBOs on copy to output.
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Fixes Tales of Destiny 2 and Star Ocean when buffered rendering is on.
Should only draw the top left 480x272.
2013-06-30 23:56:22 -07:00
raven02
5d275d7fe9
Consolildate Texture filtering option
2013-06-30 14:58:46 +08:00
oioitff
dc04584ca1
Add a new option to enable
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Linear Filtering only for CGs.
2013-06-30 03:35:28 +08:00
Unknown W. Brackets
92ae7cb8e6
Do less memcpy when copying the framebuf to mem.
2013-06-28 22:27:04 -07:00
arnastia
ad5df976bd
Blit framebuffers using screen aligned quads (buggy);
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Implement asynchronous framebuffer readback for OpenGL and optional CPU-side pixel format conversion (needs optimization);
Add OpenGL ES support (untested).
2013-06-28 14:48:36 +01:00
Henrik Rydgard
604ad0181b
Merge branch 'new-ui'. Still incomplete. Enable by setting NewUI=True in ppsspp.ini
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Conflicts:
UI/MenuScreens.cpp
2013-06-27 16:28:38 +02:00
Henrik Rydgard
f93de8be51
Quick Android/GLES2 buildfix. The new read framebuffer code was not OpenGL ES friendly.
2013-06-26 23:23:16 +02:00
arnastia
98b9acf0d3
Add FramebuffersToMem option to allow disabling of reading framebuffer contents to memory (defaults to false).
2013-06-26 01:32:48 +01:00
arnastia
4fa30ce6ec
Add support for reading framebuffers to memory.
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Signed-off-by: arnastia <arnastia@gmail.com >
2013-06-25 13:50:35 +01:00
Unknown W. Brackets
8c7dfdb0f7
Iterate over vfbs_ using size_t not iter.
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This way we know for sure that our erase()s are safe.
2013-06-23 08:51:35 -07:00
Unknown W. Brackets
03cab6edf7
Centralize destruction of FBOs, use std::vector.
2013-06-23 08:19:36 -07:00
Henrik Rydgard
67ef7fea3e
Various FBO-related fixes, hopefully reducing or removing the related crashes...
2013-06-23 17:05:59 +02:00
Sacha
2570268393
Remove 'BLACKBERRY10' define as it is now the minimum OS requirement.
2013-06-21 15:40:52 +10:00
Henrik Rydgard
2694343243
Another attempt at reusing bigger framebuffers. Doesn't solve everything but hopefully won't break much like the last attempt.
2013-06-20 22:19:20 +02:00
Henrik Rydgård
283f382aff
Revert "Attempted workaround for issue #2308 . Needs plenty of testing! Fixes black screens in GTA when pausing for example."
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This reverts commit f2b7096bdf .
2013-06-20 01:26:18 +02:00
Henrik Rydgard
f2b7096bdf
Attempted workaround for issue #2308 . Needs plenty of testing! Fixes black screens in GTA when pausing for example.
2013-06-19 23:55:36 +02:00
Unknown W. Brackets
5dd9ece98b
Ignore alpha when writing to display.
2013-06-15 17:32:35 -07:00
Henrik Rydgard
112f1b4901
Wipe all FBOs on device lost. May help app switching issues on Android.
2013-06-11 11:28:41 +02:00
aquanull
7082e9808d
Fix some crash in debug builds.
2013-06-11 16:19:12 +08:00
Unknown W. Brackets
73ab4d1422
Fix memcpy to framebuffer to not invalidate.
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This is much better.
2013-06-10 00:11:36 -07:00
Unknown W. Brackets
d8618e5028
Clear currentRenderVfb_ when fbo_unbinding.
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At least, not doing this caused glitches somewhere else, seems right.
2013-06-09 23:55:33 -07:00
Unknown W. Brackets
dbb2dfdcff
Invalidate FBOs when it's obvious they should be.
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This fixes videos not being visible in for example Star Ocean.
Most likely any games doing a copy directly from the mpeg decode.
2013-06-08 04:51:57 -07:00
Henrik Rydgard
e7097ca95a
Fall back to software transform when hardware transform fails. Should help Mali devices.
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This is done per shader so the speed hit should not be as bad as turning hw transform off entirely.
Displays a red error at the top of the screen so that we don't trigger this accidentally.
2013-06-06 10:09:37 +02:00