Commit graph

209 commits

Author SHA1 Message Date
raven02
635def582c Fix readIndexedTex() to use texture level for width/height 2013-07-31 01:52:29 +08:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
676702071d Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense.  May fix other
games too.
2013-07-30 01:06:33 -07:00
Unknown W. Brackets
ebe68a5d00 Don't bind odd render-to-texture when copying mem. 2013-07-30 00:09:33 -07:00
Unknown W. Brackets
0a9315d0e2 Cut down the scan range to avoid perf hit.
Probably no perf hit anyway.  Should have the same functionality.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets
04dc4ac19b Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
2013-07-30 00:02:34 -07:00
Unknown W. Brackets
797027779e Log when render to texture formats differ. 2013-07-30 00:02:33 -07:00
Unknown W. Brackets
c31859021c Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
2013-07-30 00:02:33 -07:00
Unknown W. Brackets
5f5048ca04 Save the bufw for textures as well, to match fbs. 2013-07-30 00:02:32 -07:00
raven02
793428264e Apply LINEAR/LINEARFMV to TextureCache 2013-07-23 19:31:14 +08:00
Henrik Rydgard
9d76ba7dd2 Minor cleanup in texcache, fix some warnings 2013-07-22 19:26:16 +02:00
Unknown W. Brackets
4cfa074546 Use GE state accessors in the texcache. 2013-07-21 19:45:05 -07:00
Florent Castelli
cc180fa204 Add type safe getter for texture and clut format fields. 2013-07-21 19:44:28 -07:00
raven02
100d336fb2 Remove _ suffix and hide the GPU mode on GLES2 2013-07-22 04:17:54 +08:00
raven02
87fc81e56d Consolidate Rendering Mode 2013-07-21 23:17:42 +08:00
Henrik Rydgard
a372e0b854 Merge branch 'patch-11' of https://github.com/raven02/ppsspp into raven02-patch-11 2013-07-20 00:33:46 +02:00
raven02
9b1d7f4166 Delete non-fbo texture 2013-07-20 01:24:20 +08:00
raven02
4d53022121 Use emnu{} to simplify different of texture filtering 2013-07-19 22:36:00 +08:00
raven02
0cfd12170c Fix text disappear when mipmapping ON in Tactic Ogre 2013-07-19 22:35:46 +08:00
Henrik Rydgard
28ad8dc230 Lots of NewUI stuff (still experimental), fix back bug with x360 controllers 2013-07-17 22:27:50 +02:00
Unknown W. Brackets
2c873ce1e8 Don't even need this var anymore. 2013-07-07 20:31:05 -07:00
raven02
f79cf0afd5 Revert c8431493be 2013-07-07 06:53:33 +08:00
raven02
c8431493be Fix black screen in non-buffered rendering mode 2013-07-03 20:02:26 +02:00
Unknown W. Brackets
5bb16e7f40 Actually, mark BGR5650 as full alpha. 2013-06-30 23:58:10 -07:00
Unknown W. Brackets
94cbb5dcd1 Never use textureFullAlpha w/ framebuffer textures. 2013-06-30 23:56:24 -07:00
Unknown W. Brackets
4bc7752eb5 Flip around the texture key to invalid faster. 2013-06-30 20:52:15 -07:00
Unknown W. Brackets
79116da82d Decode 16-bit textures a bit more directly.
Improves performance in God of War.
2013-06-30 20:36:53 -07:00
raven02
5d275d7fe9 Consolildate Texture filtering option 2013-06-30 14:58:46 +08:00
oioitff
dc04584ca1 Add a new option to enable
Linear Filtering only for CGs.
2013-06-30 03:35:28 +08:00
Admiral H. Curtiss
802fa0de4c Merge remote-tracking branch 'upstream/master' into nearest_filtering 2013-06-23 23:16:48 +02:00
Admiral H. Curtiss
fe132af9ec Renamed Nearest and Linear Filtering to Force Nearest/Linear Filtering.
Made sure that both options aren't active at the same time.
2013-06-23 22:39:32 +02:00
Admiral H. Curtiss
505f8559c1 Added a "Nearest Filtering" option for testing. 2013-06-23 21:56:07 +02:00
Unknown W. Brackets
cd213e655b Add some debug code for finding textures. 2013-06-22 10:35:34 -07:00
Unknown W. Brackets
390f0d79fc Add a copy path to ConvertColors RGBA8888.
It's not actually ever called this way, but I'd rather not let someone get
confused if they try to.
2013-06-22 10:16:38 -07:00
Unknown W. Brackets
88fbe6c1b5 Clear lastBoundTexture when binding a null one. 2013-06-22 10:15:30 -07:00
Henrik Rydgård
cc705c72eb Revert "Support tex level factor 000001 (fixed at 0, that is, mipmapping off)"
This reverts commit eaede89761.

Conflicts:
	GPU/GLES/TextureCache.cpp
2013-06-21 10:02:57 +02:00
Henrik Rydgard
34e6b72599 Fix nomip check bug 2013-06-20 23:06:05 +02:00
Henrik Rydgard
eaede89761 Support tex level factor 000001 (fixed at 0, that is, mipmapping off) 2013-06-20 21:57:09 +02:00
Henrik Rydgard
8f9562cde4 Remove gl enum hacks in texturecache (doesn't seem to work, get bad log output on adreno) 2013-06-19 12:42:04 +02:00
Henrik Rydgård
5fc11fa99c Turn off forced linear filtering if colortest enabled 2013-06-17 20:45:08 +02:00
Unknown W. Brackets
00540ea44c Hash/convert more when a CLUT base is used.
This seems a bit strange, but the games that use these bases seem to read
outside the loaded CLUT to a previously loaded CLUT.

May cause a performance issue on games that use a base but don't do this.
2013-06-16 08:04:21 -07:00
Unknown W. Brackets
dc5e7d5e71 Still need to delete textures when scaling on.
Duh.  Fixes #2255.
2013-06-14 00:46:49 -07:00
Unknown W. Brackets
ff00b65cf3 Re-enable subimage optimization with scaling fix.
Thanks go to @Squall-Leonhart for finding the issue.
2013-06-13 23:04:11 -07:00
Henrik Rydgard
052a15b788 Disable the glTexSubImage optimization, see issue #2222 . 2013-06-11 23:06:30 +02:00
Henrik Rydgard
f8b9655f20 Use glTexSubImage to replace textures instead of deleting them and allocating new ones whenever possible. May help runaway VRAM consumption with some Radeon drivers. 2013-06-11 20:21:19 +02:00
aquanull
a1b7da413a TextureCache::Invalidate()/InvalidateAll() small corrections and optimizations.
I think the ranges are [start_addr, end_addr).
2013-06-11 16:19:13 +08:00
aquanull
9b85da657a These were probably just typos. 2013-06-11 16:19:13 +08:00
raven02
4a31e13c9b Missing semi-colon 2013-05-30 18:33:11 +09:00
raven02
c4a3769aee Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen 2013-05-30 16:29:38 +08:00