degasus
d410fe7c96
OpenGL: cleanup yuv2rgb (real xfb) workflow
...
We neither scale nor render from subimages, so we by using gl_Position, we don't have to generate _any_ vertices for this converting.
Also remove the glTexSubImage optimization as every driver does it when needed. But there are some workflows (eg on APU) where it's better to realloc this texture instead of a second memcpy or stall.
2013-11-24 15:56:50 +01:00
Scott Mansell
12741f6406
Add comments for anybody attempting accuracy improvements in the future.
2013-11-25 01:30:53 +13:00
Scott Mansell
b5bd2ba847
OpenGL: Enable filtering for EFB to Real XFB copies.
...
This fixes Real XFB Jaggies in OpenGL on games which use yscaling, such
as most PAL games.
This fixes the last of the "Real XFB Macroblocking" issues for opengl,
see issue #6503
2013-11-25 01:11:42 +13:00
Scott Mansell
e6b35642df
Fix Desktop GLSL versions in the recent changes.
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Seems OpenGL ES 3 Requires you must have an lod argument, while Desktop
versions require you must not have a lod argument if you are using a
Sampler2DRect (which doesn't do Mipmapping).
2013-11-24 22:48:10 +13:00
Ryan Houdek
531f840720
Fix OpenGL ES 3 in the recent changes. texelFetch doesn't require the lod argument in desktop GLSL versions, but in GLSL ES 3 it is a required argument.
2013-11-24 07:45:42 +00:00
degasus
994426b3dc
Opengl: fix real XFB sample positions
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(0,0) and (1,0) aren't accurate xfb sample positions. This fixes the image shift to the left and some blocking on higher IR.
2013-11-24 05:39:40 +01:00
Scott Mansell
eef2cddfd7
Opengl: Fix opengl realxfb "macroblocking"/bluring issue.
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YUYV textures should NEVER be interpolated/filtered in RGB colour space.
Use TexelFetch to always fetch an actual texture sample.
issue 6503
2013-11-24 17:15:11 +13:00
Matthew Parlane
0a31255943
Unused arguments removed from XFBSource::Draw
...
Thanks neo.
2013-11-24 11:33:43 +13:00
Tony Wasserka
672fa65ee7
OpenGL: Enable pinned memory even for index buffers (works for me). Big-ish speedup on AMD GPUs for streaming intensive games.
2013-11-22 18:09:52 +01:00
Matthew Parlane
33d8166620
Use IOFile for TextureToPng to support non-ascii
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Changed save texture/screenshot uses to std::string
Removed unneeded new/delete calls when dealing with temp data.
2013-11-17 11:14:38 +13:00
Lioncash
cce869ae01
[Core] Fix a mismatched dealloc in Render.cpp in the OGL backend. Should be delete[]
2013-11-16 17:05:51 -05:00
Matthew Parlane
71d70d896f
Api was too confusing for people.
2013-11-17 10:34:34 +13:00
Ryan Houdek
e8a4cc0f71
Screenshot capability of Software rasterizer for feature completness.
2013-11-15 22:08:08 -06:00
Matthew Parlane
3a13dfdd9b
[OGL] Textures now save to PNG not TGA
2013-11-16 15:59:59 +13:00
Matthew Parlane
033ed9477e
Reworked Screenshot saving.
...
Now OGL doesn't rely on WX for PNG saving.
FlipImageData supports (pixel data len > 3) now.
TextureToPng is now in ImageWrite.cpp/h
Video Common depends on zlib and png.
D3D no longer depends on zlib and png.
2013-11-15 13:00:38 +13:00
Jordan Cristiano
0fced651a5
More warning fixes, OSX build fix.
2013-11-14 03:11:40 -05:00
Jordan Cristiano
39a4d4329d
more warning fixes
2013-11-14 02:19:15 -05:00
Tillmann Karras
268bdf19ce
Fix format string warnings
2013-11-13 04:01:16 +01:00
Tony Wasserka
0b02880b76
Revert "Be less dumb."
...
Revert "Actually, filename really does need to be a parameter because of some random debug thing."
Revert "fix non-HAVE_WX case"
Revert "Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken)."
This reverts commits 00fe5057f1
, 74b5fb3ab4
, cd46138d29
and 5f72542e06
because taking screenshots in D3D still crashed for me so there was no point in the code changes (which I found ugly anyway).
2013-11-10 00:22:33 +01:00
degasus
274f6dd7ab
ogl: check default framebuffer for msaa
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default framebuffer must not be sampled, so throw a panicalert if it is
2013-11-05 17:38:48 +01:00
Matthew Parlane
e15f628935
Fix {Read,Write}FileToString.
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We should be using binary always.
2013-11-05 00:33:41 +13:00
comex
21610c2e54
Run code through clang-modernize -add-override to add 'override' decls.
2013-11-03 20:54:05 -05:00
comex
c579637eaf
Run code through the advanced tool 'sed' to remove trailing whitespace.
2013-11-03 20:54:05 -05:00
comex
965b32be9c
Run code through clang-modernize -loop-convert to create range-based for loops, and manually fix some stuff up.
2013-11-03 20:54:01 -05:00
comex
00fe5057f1
Be less dumb.
2013-11-03 14:37:56 -05:00
comex
74b5fb3ab4
Actually, filename really does need to be a parameter because of some random debug thing.
2013-11-02 22:44:27 -04:00
comex
cd46138d29
fix non-HAVE_WX case
2013-11-02 22:23:29 -04:00
comex
5f72542e06
Handle screenshot saving in RenderBase. Removes dependency on D3DX11 for screenshots (texture dumping is still broken).
2013-11-02 22:19:21 -04:00
degasus
498d491942
Merge branch 'viewportCorrection'
2013-10-29 22:33:51 +01:00
degasus
35824aa4d5
ogl: ceil viewport, rounding isn't supported on vs and this is more like the old behavior
2013-10-29 21:42:40 +01:00
degasus
f4a9deefa8
ogl: remove some unneeded includes
2013-10-29 18:55:50 +01:00
degasus
acc0b3b21c
ogl: don't call SetViewportChanged from backend as it's not needed any more
2013-10-29 18:55:50 +01:00
degasus
3151d8709c
VideoCommon: move ViewportCorrection into VideoCommon
...
D3D doesn't allow bigger viewports than rendertargets. But flipper does, so the viewport will be clipped and the transformation matrix will be changed.
This was done in the D3D backend itself. This is now moved into VideoCommon. This don't reduce code, but in this way, VideoCommon doesn't depend on the backends.
2013-10-29 18:55:50 +01:00
Ryan Houdek
f18c461fd6
[viewport-float] Fix OpenGL ES 3 build.
2013-10-29 17:10:02 +00:00
degasus
edf0511d4e
OGL: Use floating points for viewport parameters.
...
As told by neobain, ARB_viewport_array introduced float viewports.
They must be supported on OGL4.1+, but it's usually also implemented on 3.3 GPUs.
2013-10-29 15:29:06 +01:00
Lioncash
97cd42f5c3
Remove some unnecessary includes as well as simplifying exisiting ones if possible.
2013-10-19 19:58:56 -04:00
degasus
f850d283d1
ogl: only use bufferdata if buffersubdata is broken
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Else nvidia fallback would be slower than needed
2013-10-16 15:46:58 +02:00
Ryan Houdek
f0bf5aa113
Fix rendering on Adreno and Mali. This adds a new DriverDetails bug to know if the bufferstreaming is broken. Thanks degasus for fixing this.
2013-10-16 11:27:58 +00:00
degasus
5de7ac4791
OGL: update ubo workaround
2013-10-12 20:31:59 +02:00
degasus
6e2fe72b8f
D3D: also uses VideoCommon constant buffer handling
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As now both backends uses the VideoCommon one, the old setting API was removed.
2013-10-12 20:29:56 +02:00
degasus
7c14463d11
ogl: implement useful constant buffer upload
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this will remove the additional memcpy introduced in my last commit
2013-10-12 20:29:56 +02:00
degasus
4377618438
VideoCommon: keep a copy of the const buffer in VideoCommon
...
The upload in the backend isn't done, it's just pushed by the mostly removed SetMulti*SConstant4fv.
Also no optimizations was done on VideoCommon side, but I can start now :-)
Sorry for the hacky way, but I think this is a nice (working) snapshot for a much bigger change.
2013-10-12 20:29:56 +02:00
degasus
0753ce5bda
ogl: use GL_RGBA instead of GL_RGBA8
...
8 bit per pixel is _everywhere_ the default, so we don't need to define it explicitly.
Also we don't rely on exact 8 bit resolution.
2013-10-12 16:34:06 +02:00
Ryan Houdek
0556193442
Build fix for previous commit.
2013-10-11 21:45:44 -05:00
Ryan Houdek
cf7521dc36
[Android] Make Tegra 4 output graphics that aren't visually appealing.
2013-10-11 21:42:07 -05:00
Jasper St. Pierre
a7c7208103
Put Plugins/ in Core/, rename to VideoBackends
2013-10-07 10:37:01 -04:00