mirror of
https://github.com/RetroPie/RetroPie-Setup.git
synced 2025-04-02 10:51:41 -04:00
* enable gl_nopartialtextureupdates by default on rpi (fixes slowdown on rpi4 in game, doesn't seem to harm rpi1-3/videocore) * remove makefile patch and override instead with makefile vars for parameters - this should make it simpler for adding additional gles platforms * apply makefile.inc changes on all systems (which allows passing through of cpu parameters) * override makefile.inc OPTIM_RELEASE parameters so we use our default optimisations
22 lines
2.4 KiB
Diff
22 lines
2.4 KiB
Diff
--- a/gl_textures.c
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+++ b/gl_textures.c
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@@ -14,6 +14,10 @@ extern LPDIRECT3DDEVICE9 vid_d3d9dev;
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#define GL_TEXTURE_3D 0x806F
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#endif
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+#define GL_RGBA32F 0x8814
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+#define GL_RGBA16F 0x881A
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+#define GL_HALF_FLOAT_ARB 0x140B
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+
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cvar_t gl_max_size = {CVAR_SAVE, "gl_max_size", "2048", "maximum allowed texture size, can be used to reduce video memory usage, limited by hardware capabilities (typically 2048, 4096, or 8192)"};
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cvar_t gl_max_lightmapsize = {CVAR_SAVE, "gl_max_lightmapsize", "1024", "maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)"};
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cvar_t gl_picmip = {CVAR_SAVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
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@@ -36,7 +40,7 @@ cvar_t gl_texturecompression_sky = {CVAR_SAVE, "gl_texturecompression_sky", "0",
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cvar_t gl_texturecompression_lightcubemaps = {CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
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cvar_t gl_texturecompression_reflectmask = {CVAR_SAVE, "gl_texturecompression_reflectmask", "1", "whether to compress reflection cubemap masks (mask of which areas of the texture should reflect the generic shiny cubemap)"};
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cvar_t gl_texturecompression_sprites = {CVAR_SAVE, "gl_texturecompression_sprites", "1", "whether to compress sprites"};
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-cvar_t gl_nopartialtextureupdates = {CVAR_SAVE, "gl_nopartialtextureupdates", "0", "use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver"};
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+cvar_t gl_nopartialtextureupdates = {CVAR_SAVE, "gl_nopartialtextureuopdates", "1", "use alternate path for dynamic lightmap updates that avoids a possibly slow code path in the driver"};
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cvar_t r_texture_dds_load_alphamode = {0, "r_texture_dds_load_alphamode", "1", "0: trust DDPF_ALPHAPIXELS flag, 1: texture format and brute force search if ambiguous, 2: texture format only"};
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cvar_t r_texture_dds_load_logfailure = {0, "r_texture_dds_load_logfailure", "0", "log missing DDS textures to ddstexturefailures.log, 0: done log, 1: log with no optional textures (_norm, glow etc.). 2: log all"};
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cvar_t r_texture_dds_swdecode = {0, "r_texture_dds_swdecode", "0", "0: don't software decode DDS, 1: software decode DDS if unsupported, 2: always software decode DDS"};
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