Henrik Rydgard
8fba7fa98e
Initial work on depalettization.
2014-05-27 22:07:24 +02:00
Unknown W. Brackets
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.
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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
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9195019872
Allow memcpy gpu downloads.
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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.
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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.
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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
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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.
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Small optimization.
2014-05-25 17:08:55 -07:00
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4dbb4328ae
Download before, upload after. Fix save pictures.
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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
Unknown W. Brackets
0e620b2fe9
Fix buffer overflow in MakePixelTexture().
2014-05-25 16:28:28 -07:00
Unknown W. Brackets
30222f987d
Flip framebuffers when downloading their pixels.
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It seems like this is where it was being done...
2014-05-25 16:28:28 -07:00
Unknown W. Brackets
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.
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(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
Unknown W. Brackets
f462721394
Rather than only enlarging, watch for persistence.
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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.
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This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
Unknown W. Brackets
e7639f666c
Ensure stuff run on every prim are inlined.
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These both get a ton of calls and show up on profiles.
2014-03-30 00:42:26 -07:00
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
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
ee3c3bca4a
Add BindFramebufferDepth()
2014-01-20 22:03:12 +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 Rydgård
87f203a5b8
More include untangling
2013-12-29 23:44:35 +01:00
Henrik Rydgard
9e109e16d9
Android buildfix.
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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.
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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
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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.
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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
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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.
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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).
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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
Unknown W. Brackets
14efcbcc9b
Add an interface to grab the depth/stencil buffers.
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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
Unknown W. Brackets
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.
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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.
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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