raven02
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de1264d239
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Apply gstate.getTextureDimension(level)
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2013-09-08 16:08:31 +08:00 |
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Unknown W. Brackets
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ca1168df3c
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Enable the G3D log on Windows by default.
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2013-09-07 13:43:07 -07:00 |
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Unknown W. Brackets
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08b41df6a2
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Change a few more log types.
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2013-09-07 13:31:14 -07:00 |
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raven02
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b932f908d3
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Make it invalid for subarea texture
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2013-09-07 18:48:10 +08:00 |
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Unknown W. Brackets
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37c7b1a5c1
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Check texture format changes even for renders.
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2013-09-06 23:40:23 -07:00 |
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Unknown W. Brackets
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69e4b3487b
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Reuse framebuffers on format change.
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2013-09-06 10:56:43 -07:00 |
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Henrik Rydgård
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20f6e4b0de
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Merge pull request #3640 from raven02/patch-12
Fix issue #2758 Tactics Ogre: Map flickering
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2013-09-05 01:22:02 -07:00 |
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Unknown W. Brackets
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f5375b794b
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Fix dumb missing nullcheck.
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2013-09-05 01:17:37 -07:00 |
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raven02
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7f5b87361e
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Fix issue #2758 Tactics Ogre: Map flickering
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2013-09-05 15:07:48 +08:00 |
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Henrik Rydgård
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f349efbe14
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Merge pull request #3549 from raven02/patch-35
Render-to-texture : Add affected game list as reference
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2013-09-01 15:06:47 -07:00 |
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Unknown W. Brackets
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b5304cce57
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Consider all framebuffers before settling.
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2013-09-01 14:46:08 -07:00 |
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Unknown W. Brackets
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0e6f58853a
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Try to use the most recently rendered fb.
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2013-09-01 11:55:03 -07:00 |
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Unknown W. Brackets
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b1ca06dff0
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Keep track of fbs so there's no lag texturing.
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
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2013-09-01 11:45:42 -07:00 |
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Unknown W. Brackets
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ac56a7ee65
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Keep framebuffer sources alive.
Hopefully this is not too dangerous...
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2013-09-01 11:41:11 -07:00 |
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Unknown W. Brackets
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49902ed4dc
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Factor out texture from framebuffer.
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2013-09-01 11:40:35 -07:00 |
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Unknown W. Brackets
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81baa3b540
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Properly handle invalid attachments.
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2013-09-01 11:31:09 -07:00 |
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raven02
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04f6e309a9
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Render-to-texture : Add affected game list as reference
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2013-09-01 20:54:36 +08:00 |
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raven02
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d86d782ecd
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Apply auto-gen mipmapping to WIN32
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2013-09-01 08:28:09 +08:00 |
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raven02
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7612335992
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Minor fix 'useBufferedRendering' bool variable
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2013-08-27 15:11:55 +08:00 |
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raven02
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284a3a7b44
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Mipmapping only enable when texture scaling disabled
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2013-08-25 14:43:03 +08:00 |
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Unknown W. Brackets
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5ab04a3076
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Centralize CLUT handling form gstate values.
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2013-08-24 11:34:37 -07:00 |
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Unknown W. Brackets
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7f6cf3ec29
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Add a few gstate accessors for texture type stuff.
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2013-08-24 11:34:37 -07:00 |
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Unknown W. Brackets
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c141e94fe9
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Use gstate.* accessors in a few more places.
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2013-08-24 11:34:35 -07:00 |
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Unknown W. Brackets
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1ed8edb0d3
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Avoid some dangerous hex constant widths.
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2013-08-22 23:23:48 -07:00 |
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raven02
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7245164604
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Change to AttachFramebufferValid() for suboffset textures
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2013-08-22 11:31:39 +08:00 |
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Unknown W. Brackets
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5b5bee86dd
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Compare the right fb address for suboffset textures.
If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's graphics mostly.
Still seems to hang somewhat into the game...
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2013-08-21 00:34:47 -07:00 |
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Unknown W. Brackets
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5461d63889
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Backpeddle a bit on tex bufw alignment.
Maybe they're just minimums?
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2013-08-19 23:57:29 -07:00 |
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raven02
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9e10239c9b
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Revert part of #3108 to avoid rendering garbage memory
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2013-08-19 21:39:56 +08:00 |
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Unknown W. Brackets
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e96a825743
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Align non-compressed textures to 16 bytes.
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2013-08-18 22:43:26 -07:00 |
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Unknown W. Brackets
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52f1de8f1d
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Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
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2013-08-16 23:48:42 -07:00 |
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raven02
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fad8b77044
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Merge remote-tracking branch 'upstream/master' into patch-13
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2013-08-14 07:29:56 +08:00 |
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Unknown W. Brackets
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008052e6d6
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Fix some variable hiding warnings.
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2013-08-12 23:32:38 -07:00 |
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Henrik Rydgard
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9109882c04
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More microoptimization
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2013-08-11 22:12:14 +02:00 |
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raven02
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c2a86d647f
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Fix wrong size generated of FBO for some games which uses it as render-to-texture
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2013-08-12 02:20:55 +08:00 |
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Henrik Rydgård
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f01279f2cf
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Merge pull request #3082 from raven02/patch-12
Fix black/missing textures in few games
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2013-08-09 00:58:38 -07:00 |
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Henrik Rydgard
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51ffdfa132
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Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations.
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2013-08-07 22:34:00 +02:00 |
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raven02
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ba4d236d18
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Fix black/missing textures in few games
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2013-08-07 22:47:41 +08:00 |
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Unknown W. Brackets
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f35b4a6159
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Don't use render-to-texture with format mismatch.
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2013-08-02 22:45:35 -07:00 |
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Unknown W. Brackets
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8e512c926e
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For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
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2013-08-02 22:45:34 -07:00 |
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Unknown W. Brackets
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ab1c20f509
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Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
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2013-08-02 22:45:34 -07:00 |
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Henrik Rydgard
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61d419b2ec
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Don't scan for something to decimate every frame. Actually costs perf.
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2013-08-01 00:13:58 +02:00 |
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raven02
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635def582c
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Fix readIndexedTex() to use texture level for width/height
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2013-07-31 01:52:29 +08:00 |
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raven02
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50f98fe498
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Add texture level parameter
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2013-07-30 23:23:02 +08:00 |
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raven02
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75c9ce2498
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GPUstate :Add getTextureWidth() & getTextureHeight()
and
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2013-07-30 23:09:22 +08:00 |
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Unknown W. Brackets
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676702071d
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Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense. May fix other
games too.
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2013-07-30 01:06:33 -07:00 |
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Unknown W. Brackets
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ebe68a5d00
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Don't bind odd render-to-texture when copying mem.
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2013-07-30 00:09:33 -07:00 |
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Unknown W. Brackets
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0a9315d0e2
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Cut down the scan range to avoid perf hit.
Probably no perf hit anyway. Should have the same functionality.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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04dc4ac19b
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Detect tex subarea renders and palette renders.
But right now, just drawing the original, which isn't really correct.
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2013-07-30 00:02:34 -07:00 |
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Unknown W. Brackets
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797027779e
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Log when render to texture formats differ.
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2013-07-30 00:02:33 -07:00 |
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Unknown W. Brackets
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c31859021c
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Check the entire FB range for textures.
Using lower_bound/upper_bound should not be very slow.
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2013-07-30 00:02:33 -07:00 |
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