Commit graph

96 commits

Author SHA1 Message Date
Henrik Rydgard
8fba7fa98e Initial work on depalettization. 2014-05-27 22:07:24 +02:00
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8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
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1a8369e51c Apply a very specific hack for Danganronpa.
This should allow playing at non-1x resolutions, and without slowing down
the entire game just for one small framebuffer.

Generally, hacks are a bad thing.  But even with memcpy and block transfer
stuff, we'll never be able to solve this game without some sort of hack.
Detecting memory reads will complicate cross-platform compat or slow
things down.
2014-05-26 11:40:46 -07:00
Unknown W. Brackets
9195019872 Allow memcpy gpu downloads.
Fixes FF4 battle transition effect, Trails in the Sky menu, etc.
2014-05-25 21:49:16 -07:00
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8228bee6bf Download only the necessary subareas.
Performance improvement in Tactics Ogre.
2014-05-25 19:50:40 -07:00
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c42d04829f Detect if the game uses block transfer slivers.
In that case, it's better to read it once, than multiple times.
Improves performance and graphics in Grand Knights History.
2014-05-25 18:18:26 -07:00
Unknown W. Brackets
cbb3fe0086 Refactor framebuffer size calculation. 2014-05-25 17:12:58 -07:00
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fd4ba0093c Skip some code if things are outside framebuffers.
Small optimization.
2014-05-25 17:08:55 -07:00
Unknown W. Brackets
4dbb4328ae Download before, upload after. Fix save pictures.
Otherwise, it only works if it does it every frame, and then it's a frame
behind.  Also fixes Tales of Phantasia X's fades and etc.
2014-05-25 17:08:55 -07:00
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0e620b2fe9 Fix buffer overflow in MakePixelTexture(). 2014-05-25 16:28:28 -07:00
Unknown W. Brackets
30222f987d Flip framebuffers when downloading their pixels.
It seems like this is where it was being done...
2014-05-25 16:28:28 -07:00
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62cd61611e Support block transfers offset into a framebuffer. 2014-05-25 15:13:19 -07:00
Henrik Rydgard
eaba341db0 Split DrawPixels up, preparing to make it more flexible 2014-05-25 10:02:50 +02:00
Henrik Rydgard
0208ca8e90 Add some reporting for framebuffer sceDmacMemcpys. 2014-05-25 10:02:49 +02:00
raven02
218b446f9c Add updateVRAM_; 2014-05-25 10:01:36 +02:00
Henrik Rydgard
994629089e Implement GPU block copies between buffers and from buffer to RAM.
(first one not very well tested, second one improves Burnout Legends sun a lot)
2014-05-25 10:01:33 +02:00
Henrik Rydgard
b8c39d4e42 ReadFramebuffer: Support sub rectangle 2014-05-08 16:09:55 +02:00
Henrik Rydgard
3c2819afea Make DrawActiveTexture more flexible (u/v origin too). 2014-05-08 15:28:25 +02:00
Henrik Rydgard
3b3c794a37 More framebuffer code cleanup 2014-05-08 15:16:33 +02:00
Henrik Rydgard
5a60ccc9f0 BlockTransfer: Move framebuffer handling into Framebuffer.cpp 2014-05-08 15:16:10 +02:00
Henrik Rydgard
8ef377c427 Some preparations towards framebuffer management improvements 2014-05-08 15:16:10 +02:00
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f462721394 Rather than only enlarging, watch for persistence.
If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
Unknown W. Brackets
1f76adb7a3 If a larger framebuffer is needed, upgrade it once.
This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
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e7639f666c Ensure stuff run on every prim are inlined.
These both get a ton of calls and show up on profiles.
2014-03-30 00:42:26 -07:00
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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
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9cfb8648c0 Keep a map of temporary buffers for self renders. 2014-01-20 07:54:40 -08:00
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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
raven02
ee3c3bca4a Add BindFramebufferDepth() 2014-01-20 22:03:12 +08:00
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b0a1340a80 Report block transfers we don't support.
Ones involving framebuffers.
2014-01-20 01:47:20 -08:00
Henrik Rydgård
87f203a5b8 More include untangling 2013-12-29 23:44:35 +01:00
Henrik Rydgard
9e109e16d9 Android buildfix.
Also, this warning flag appears not supported. (4.6?)
2013-12-21 13:06:29 +01:00
Henrik Rydgard
127864b679 Prevent post shaders from getting applied twice in some circumstances when playing video. 2013-12-04 11:46:42 +01:00
Henrik Rydgård
7c7c4aaadc Add "u_time" uniform to postprocessing shaders. 2013-12-02 17:24:55 +01:00
Henrik Rydgård
07a868910e Add a temporary hack option that may help debugging the wipeout glow.
It reduces the glow problem by a lot but is obviously incorrect.
2013-10-30 22:47:36 +01:00
danyalzia
950c961dbc Shader Improvements and cleanup
Added sharpen shader

Added support for bloom and sharpen shader

cleanup

cleanup
2013-10-30 00:33:21 +05:00
Unknown W. Brackets
f9352ad0b8 Update fbos even if they're not the display.
But only when coming from a video or other safe source, to ensure we don't
hurt speed.  Although, might be interesting to do it always?

With the previous commit, fixes #4273.
2013-10-26 00:36:37 -07:00
Henrik Rydgard
7d8aed096a Add proper support for upscaling shaders, add Spline36 upscaling
Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...

This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00
Unknown W. Brackets
edb4472927 Fix some formatting warnings. 2013-10-19 14:57:45 -07:00
Henrik Rydgard
80702109f5 Move gpu vendor detection to native with the rest of the gl init.
Also disable vertical layout for mainscreen entirely.
2013-10-16 00:48:44 +02:00
Henrik Rydgard
e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgård
95fda8dffa Set line width in constructor too. 2013-10-09 19:01:28 +02:00
Henrik Rydgard
a5d30d2f02 Enable FXAA on mobile. Hopefully the buildbot will copy the shader, too... 2013-09-28 23:51:10 +02:00
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14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Henrik Rydgard
b10e2bce3c Add FXAA antialiasing on non-mobile. Works best when render resolution = window size. 2013-09-26 12:41:59 +02:00
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6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Henrik Rydgard
5bdb9e976b Track copies of framebuffers in ram created through sceDmacMemcpy, so that we can display them.
Fixes MotoGP while also, in effect, committing #3859.
Removes the horrifying ramDisplayFramebufferPtr hack.
2013-09-21 18:53:55 +02:00
Unknown W. Brackets
0e6f58853a Try to use the most recently rendered fb. 2013-09-01 11:55:03 -07:00
Henrik Rydgard
664d74a9b7 Another frameskipping attempt. Now: 0=no frameskip, 1=auto frameskipt, 2-9=fixed frameskip.
There is still some flicker remaining in non-buffered rendering that I can't seem to get rid off.
2013-08-16 01:00:26 +02:00
raven02
1eaada15df Reference and modified code from @arnastia 2013-08-12 02:30:17 +08:00
Unknown W. Brackets
89349eae7e Consistently use a proper type for GE fb format. 2013-07-29 23:05:59 -07:00