Henrik Rydgard
069a7b0d2f
Move the viewport to the right place.
2015-11-02 20:08:00 +01:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
Unknown W. Brackets
dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
Unknown W. Brackets
93e9d6cd56
Respect framebuffer offset in fb copies.
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We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets
62de281e35
Use texture UV range to optimize framebuf copies.
2015-09-13 11:34:52 -07:00
Unknown W. Brackets
f4df7f076e
Hash less of 512 tall textures when possible.
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This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
Unknown W. Brackets
52c3fc221b
Also split DirectX9's texture cache.
2015-09-13 09:36:17 -07:00
Unknown W. Brackets
71afaffc20
Pack texture cache entries just a bit tighter.
2015-09-13 06:43:47 -07:00
Unknown W. Brackets
7d63a10fdd
Centralize texture cache entry structures.
2015-09-13 06:43:37 -07:00
Unknown W. Brackets
e1df8fc45f
Centralize sampling params and test optimizations.
2015-09-13 06:38:07 -07:00
Henrik Rydgard
1c68069083
refactor: Get rid of gstate from depalshadercache
2015-07-29 14:28:51 +02:00
Henrik Rydgard
53f062b7b2
refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions
2015-07-29 11:40:45 +02:00
Henrik Rydgard
e857bd9a1c
Minor code simplification in texcache
2015-07-29 10:59:02 +02:00
Unknown W. Brackets
c75010931c
Use SSE in CheckAlpha scanning.
2015-05-24 22:55:43 -07:00
Unknown W. Brackets
4fa50a9a50
Reduce clut allocation size a bit.
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Really think this probably should only be 1024 bytes, but need to work out
some more details before shrinking all the way.
2015-04-26 00:50:47 -07:00
Unknown W. Brackets
ab67c49ae9
Make sure we don't hash outside max bytes.
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If we've never even loaded that much, play it safe.
2015-04-26 00:43:36 -07:00
Unknown W. Brackets
c8fc9b0bf3
Cleanup some incorrect handling of clut offset.
2015-04-26 00:31:00 -07:00
Henrik Rydgård
a4a10588ed
Merge pull request #7697 from unknownbrackets/texcache
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Include texture size in the cache key
2015-04-20 00:08:44 +02:00
Unknown W. Brackets
b726a414d7
Log a reason when invalidating textures.
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Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
58563324bd
Include texture size in cache key.
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This makes Tales of Destiny 2's towns significantly faster. It may
however cause us to keep textures around for longer - but we still account
for them in our metrics and invalidation.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
ce9f404bef
Unswizzle when reading from the swizzled mirror.
2015-04-18 12:39:04 -07:00
Unknown W. Brackets
1e8f2c2630
Allow clut load outside valid mem, fill with zero.
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And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Unknown W. Brackets
10626e356d
Avoid a potential divide by zero.
2015-04-08 11:57:59 -07:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets
7ee9112425
Avoid constant reload of frequently changed tex.
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If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Unknown W. Brackets
3bc954778c
dx9: Explicitly restore viewport after depal.
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Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
bda6f0a4b8
dx9: Reset more state before depal draw.
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Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard
869f74d1b0
Depal: Apply the half-pixel offset that looked the least wrong. Still not right.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
7b76f7ae60
d3d: Fix depal flipping and negative z.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
1dfecbf2b8
d3d: Actually upload the clut texture.
2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c
DX9: Hook up the depalettize code. Doesn't work yet though.
2015-03-01 11:24:45 -08:00
Unknown W. Brackets
abace1aa76
For render-to-tex, full alpha on 565 use only.
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It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does. Fixes #7492 .
2015-02-21 18:08:50 -08:00
Unknown W. Brackets
0d9e0b16dd
Fix textures leaking on game exit.
2015-01-24 20:36:01 -08:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
9c64351578
Revert "Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge"
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This reverts commit 08eaa6e1f7
.
2015-01-22 19:52:49 +01:00
Henrik Rydgard
08eaa6e1f7
Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge
2015-01-20 22:48:39 +01:00
Henrik Rydgard
7faddd6100
Consolidate the two TextureScaler copies into one.
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Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Unknown W. Brackets
d1b3dcffd8
Fix another potential divide by zero.
2015-01-19 08:45:19 -08:00
Unknown W. Brackets
795088001c
Avoid passing a GPUstate by value.
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Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
Unknown W. Brackets
a2385b5840
dx9: Only use anisotropic when filter was linear.
2014-12-30 15:28:55 -08:00
Unknown W. Brackets
d097999fad
Avoid killing textures unless we have several mb.
2014-12-21 17:00:55 -08:00
Unknown W. Brackets
d0dd2cbb31
dx9: Fix a crash on textures used as RT.
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We don't always have a texture pointer.
2014-12-18 22:51:46 -08:00
Unknown W. Brackets
2b16b5b79b
Use XXH64 on 64-bit systems.
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I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
CPkmn
d0b225df7c
D3D9 Get maxAnisotropyLevel from device caps
2014-09-20 22:39:01 -07:00
Henrik Rydgard
34f7b90c1d
DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
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Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Henrik Rydgard
98337c68f3
DX9: fix type in texture filter selection
2014-09-20 14:06:02 +02:00
Henrik Rydgard
e04b67dad4
When aniso filtering is enabled, force it on for min filtering but not for mag filtering.
2014-09-20 13:04:32 +02:00
Henrik Rydgard
f416978013
DX9: Support anisotropic filtering. Fixes #6929
2014-09-20 10:32:43 +02:00
Unknown W. Brackets
94c865b0ab
d3d: Fix auto texture scaling.
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Fixes #6913 .
2014-09-15 07:09:25 -07:00
Unknown W. Brackets
6af41aeed9
d3d: Enable mipmapping.
2014-09-14 09:14:04 -07:00