Ced2911
2ab34b5704
[gpu] Endian fix
2014-01-26 14:29:30 -08:00
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.
...
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.
...
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.
...
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.
...
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.
...
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.
...
It's just a waste of time, the game is probably being lazy.
2014-01-20 01:04:48 -08:00
Henrik Rydgård
7d8b4b5cfe
Merge pull request #5158 from unknownbrackets/softgpu
...
Fix a bunch of issues in line drawing in softgpu
2014-01-19 23:59:32 -08:00
Henrik Rydgård
1e360d5c0a
Merge pull request #5153 from unknownbrackets/texcache2
...
Allow texture scaling on changed textures
2014-01-19 23:58:03 -08:00
Unknown W. Brackets
5a7d400f4b
softgpu: Fix lines drawn upward or leftward.
2014-01-19 23:32:53 -08:00
Unknown W. Brackets
8271ec1a55
softgpu: Avoid a divide by 0 in line interpolation.
...
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets
74c1b21b59
softgpu: Don't redraw every pixel of a line 16x.
...
Fixes the insane slowness when processing lines. Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets
eeaeb91610
Disable scaling to odd multiples when unsupported.
...
May help #4000 .
2014-01-19 21:14:21 -08:00
Unknown W. Brackets
9680a7ccc7
Allow texture scaling on changed textures.
...
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
...
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
4bb6a77519
softgpu: Cleanup DrawPoint a bit.
...
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets
8f5fc4f079
softgpu: Interpolate/texture lines and points.
...
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
Unknown W. Brackets
e216032a8c
softgpu: Separate out texturing logic.
...
This way it can be applied to other primitives. But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00