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
c7e6f051e4
Split the texture application into two stages.
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The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
2015-09-13 09:30:39 -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
ab3468ea02
Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
2015-09-06 13:45:17 +02:00
Henrik Rydgard
0237b84efd
Reduce use of #ifdef USING_GLES2 some more
2015-09-05 23:09:06 +02:00
Henrik Rydgard
f524049277
Move more GPU feature checks upfront. Re-check when exiting settings menu.
2015-09-05 21:23:58 +02:00
Henrik Rydgard
d7f4c47c22
Refactor: Even more getting rid of gstate access in the framebuffer manager.
2015-08-05 12:13:14 +02:00
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
Henrik Rydgard
ea33f50a8a
Minor optimization: Help stupid compilers avoid a division (and a multiplication).
2015-07-22 21:03:27 +02:00
Henrik Rydgård
43744b0239
Merge pull request #7741 from hrydgard/frame-profiler
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Frame profiler overlay
2015-05-26 00:42:01 +02:00
Unknown W. Brackets
c75010931c
Use SSE in CheckAlpha scanning.
2015-05-24 22:55:43 -07:00
Henrik Rydgard
6f4cea860c
Split texture load profiling into decode and load/replace. Make profiler work on Android.
2015-05-24 23:45:40 +02:00
Henrik Rydgard
6b1df631a6
Move the texcache measurements to strictly include only actual texture loading, and not framebuffer shenanigans etc.
2015-05-24 23:45:39 +02:00
Henrik Rydgard
26624709f7
Hook up the frame profiler to a few measurements
2015-05-24 23:45:36 +02:00
Unknown W. Brackets
ded92aa977
Resize here just to be safe.
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Not that a texture ought to be > 2MB, but in case we lower that initial
buffer size or something.
2015-05-24 11:06:34 -07:00
Unknown W. Brackets
1767bd958c
Move color conversion funcs to ColorConv.
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This paves the way a bit for NEON conversion funcs.
2015-05-17 13:45:30 -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
Henrik Rydgard
31961eace9
Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
2015-04-08 22:52:46 +02:00
Unknown W. Brackets
10626e356d
Avoid a potential divide by zero.
2015-04-08 11:57:59 -07:00
Henrik Rydgård
cf7115aa17
Merge pull request #7599 from unknownbrackets/texscaling
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Avoid constant reload of frequently changed textures
2015-03-18 18:11:30 +01:00
Unknown W. Brackets
d00f6adf11
Avoid querying attrib locations in depal runtime.
2015-03-15 14:44:13 -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
Henrik Rydgård
9db4c5f34d
Merge pull request #7573 from unknownbrackets/gpu-minor
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Small optimizations to software transform
2015-03-09 09:59:45 +01:00
Unknown W. Brackets
534b06d3ff
Correct clearing of texture cache on oom.
2015-03-08 18:38:28 -07:00
Unknown W. Brackets
c7984dd93e
Use texture stage 3 for the palette, always.
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It's better to keep a stage dedicated to each thing. This also makes it
easier to potentially process depal in the shader, if we do that.
2015-03-08 13:13:04 -07:00
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
07933cad42
Revert "Minor optimizations, add a failsafe"
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This reverts commit 48e4d1edae
.
2015-01-22 19:52:58 +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
48e4d1edae
Minor optimizations, add a failsafe
2015-01-20 20:08:12 +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
Henrik Rydgard
4d1c1e41f3
Optimize and consolidate color conversion a bit
2015-01-20 17:32:55 +01:00
Henrik Rydgard
2623a48b4a
Centralize color conversion functions in Common/ColorConv.
2015-01-20 17:32:54 +01:00