Peter Thoman
2212e7f609
Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately
2013-04-30 17:58:05 +02:00
Peter Thoman
c7c4ec7c3b
Added xBR texture scaling to TextureCache
2013-04-30 03:49:12 +02:00
Unknown W. Brackets
f6287cb33d
Resize the tex buffers to the larger of w/bufw.
...
Since it's rearranging, it needs the larger, and it might be in place too.
2013-04-28 13:17:01 -07:00
Unknown W. Brackets
89ad3fb41a
Swap a couple Unchecked loops for Memcpy calls.
...
Should be the same or faster, seems clearer anyway...
2013-04-28 11:33:14 -07:00
Unknown W. Brackets
880af79caa
Get rid of the duplicate texture decode func.
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Just need one, really.
2013-04-28 11:26:00 -07:00
Unknown W. Brackets
d0733562f1
Optimize clut reading a tiny bit, use one func.
2013-04-28 11:25:59 -07:00
Unknown W. Brackets
4fe0f59bd7
Fix some missing texture buffer resizes.
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I think this is all of them...
2013-04-28 11:25:59 -07:00
Unknown W. Brackets
13aeb9e67f
Get rid of the cluthash in the texcache.
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It's part of the key now, and better anyway.
2013-04-28 02:40:57 -07:00
Unknown W. Brackets
0cd65102af
Cache cluts by hash not address.
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This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
2013-04-28 02:38:59 -07:00
Unknown W. Brackets
394a8eaf9e
Small optimization to typical 4-bit textures.
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These aren't used that often, but this makes them a bit faster.
It also looks cleaner, imho.
2013-04-28 01:53:24 -07:00
Henrik Rydgard
c5c3189436
Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
2013-04-27 20:06:31 +02:00
Unknown W. Brackets
9fa4725f67
Mask clut indexes for > 8-bit clut indexes.
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Fixes #1532 .
2013-04-27 01:19:09 -07:00
Unknown W. Brackets
7405b050be
Revert secondary texture cache.
...
This reverts commits 5d978fc626
,
6a7722283c
,
fd34a2e74d
,
5bdf91ea43
,
223bb6795a
, and
e2a9813d82
.
2013-04-25 07:48:54 -07:00
Unknown W. Brackets
6a7722283c
Hash textures using cityhash rather than adding.
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It should be more accurate, and for some games is faster.
For most it seems not hugely different.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5d978fc626
Fix second texture cache key, duh.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
fd34a2e74d
More aggressively decimate the second texcache.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5bdf91ea43
Use a secondary texture cache for hash failures.
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Animation is pretty common in 2D games, keep it cached.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
223bb6795a
Don't rehash a non-matching texture.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
e2a9813d82
Basic mechanics for a secondary texcache, cleanup.
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No need to set these values upon resuse.
2013-04-24 01:52:35 -07:00
Henrik Rydgard
42e4dc897e
Add most Japanese kanji, the brute force way.
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Hope everything supports 2048x2048 textures.
2013-04-18 14:59:00 +02:00
Henrik Rydgard
b12fc6e7aa
UTF8-enable PPGE and add hiragana and katakana, let's see if this is enough.
2013-04-17 20:51:02 +02:00
Unknown W. Brackets
7b6f7abf42
Swap buffers after unswizzling, it's faster.
2013-04-17 01:07:00 -07:00
Unknown W. Brackets
4e4861a104
Optimize common cases for unswizzled indexed tex.
2013-04-16 23:36:56 -07:00
Unknown W. Brackets
8d55445b28
Optimize texture unswizzling by walking pointers.
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Also fix rowWidth = 1, there's no way that was correct, it wasn't even
increasing the address it was reading from.
2013-04-16 23:36:55 -07:00
Unknown W. Brackets
6f41255947
Improve the common case of indexed texture reading.
...
Cuts from 3.8% to 0.8% in Crimson Gem Saga on Windows.
2013-04-13 16:30:56 -07:00
Henrik Rydgard
d46812a49f
Implement pullrq #1240 better, I think.
2013-04-10 00:06:29 +02:00
Unknown W. Brackets
74dbd2b44c
Use AllocateMemoryPages() for the texcache buffers.
2013-04-09 01:59:47 -07:00
Unknown W. Brackets
de79941ef4
Allow the tex buffers to grow if necessary.
...
Only does the 16 bit one for now.
Tactics Ogre uses a texture that is 1024x1024. Ouch.
2013-04-09 01:59:33 -07:00
raven02
fe5c3d778c
Set min/mag filter to GL_LINEAR when disable mipmapping
2013-04-03 16:43:09 +08:00
Unknown W. Brackets
5bb006391c
Android buildfix.
2013-04-03 00:57:08 -07:00
raven02
87e24ea938
Add option to toggle mipmapping , default false
2013-04-03 07:38:13 +08:00
Henrik Rydgard
a9e436fcc1
Fix DXT5 alpha channel
2013-03-29 23:38:14 +01:00
Unknown W. Brackets
e4223dbcb0
Simplify adding report messages, add a bunch more.
2013-03-26 00:54:00 -07:00
Unknown W. Brackets
afbde31b42
Add some OpenGL related reporting errors.
2013-03-24 09:45:43 -07:00
Henrik Rydgard
1f5b6b7f59
Logging changes and cleanup
2013-03-15 21:01:57 +01:00
Henrik Rydgard
3727d1837d
Safety check to prevent a crash in Wipeout on Android. However, something is broken if we get here.
2013-03-11 18:24:29 +01:00
Sacha
e916af3755
Revert pull 910, fix for numerous games, frameskip
2013-03-11 12:02:31 +10:00
raven02
5da0897fe3
Fix black screen in non-buffered rendering mode
2013-03-08 22:51:04 +08:00
Henrik Rydgard
bc15617392
Make un-buffered rendering much smarter, removing flicker.
...
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Unknown W. Brackets
347eb253dc
Oops, will crash if we remove the end?
2013-02-25 14:04:47 -08:00
Unknown W. Brackets
64c42ffaf2
Fix some warnings generated by clang.
2013-02-24 10:23:31 -08:00
Henrik Rydgard
28979e9250
Some work toward better FBO handling. Fixes some things, breaks some things..
2013-02-21 21:37:19 +01:00
Unknown W. Brackets
d8b1ea22f5
Cleanup some warnings and reuse some vars.
2013-02-18 08:34:51 -08:00
Xele02
2a6af9b8a3
Add displayList debug dialog
2013-02-17 01:28:43 +01:00
Henrik Rydgard
2301a3b49e
Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems
2013-02-15 00:31:39 +01:00
Henrik Rydgard
5ace14dd30
Log level adjustments
2013-02-12 22:09:40 +01:00
Henrik Rydgard
0982a29293
Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
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The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
2013-02-12 21:01:53 +01:00
Henrik Rydgard
6965b82c62
Set lastBoundTexture when creating a new one.
2013-02-12 20:12:08 +01:00
Henrik Rydgard
174b9749d7
Minor speedup to 16-bit texture color conversion.
2013-02-12 19:17:38 +01:00
Unknown W. Brackets
8e51ce1beb
Check the entire texture again, fixes wrong tex.
...
Not sure why, but only on Android. Also faster on Windows.
2013-02-12 07:55:44 -08:00