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Disable clut render for now as a "slow effect".
Also, add reporting.
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parent
8e2557bafe
commit
3965cba187
2 changed files with 4 additions and 2 deletions
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@ -789,6 +789,7 @@ void TextureCacheDX9::LoadClut(u32 clutAddr, u32 loadBytes) {
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framebuffer->last_frame_clut = gpuStats.numFlips;
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framebuffer->usageFlags |= FB_USAGE_CLUT;
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foundFramebuffer = true;
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WARN_LOG_REPORT_ONCE(clutrenderdx9, G3D, "Using rendered CLUT for texture decode at %08x (%dx%dx%d)", clutAddr, framebuffer->width, framebuffer->height, framebuffer->colorDepth);
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}
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}
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@ -796,7 +797,7 @@ void TextureCacheDX9::LoadClut(u32 clutAddr, u32 loadBytes) {
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if (Memory::IsValidAddress(clutAddr)) {
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// It's possible for a game to (successfully) access outside valid memory.
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u32 bytes = Memory::ValidSize(clutAddr, loadBytes);
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if (foundFramebuffer) {
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if (foundFramebuffer && !g_Config.bDisableSlowFramebufEffects) {
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gpu->PerformMemoryDownload(clutAddr, bytes);
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}
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@ -811,6 +811,7 @@ void TextureCache::LoadClut(u32 clutAddr, u32 loadBytes) {
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framebuffer->last_frame_clut = gpuStats.numFlips;
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framebuffer->usageFlags |= FB_USAGE_CLUT;
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foundFramebuffer = true;
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WARN_LOG_REPORT_ONCE(clutrender, G3D, "Using rendered CLUT for texture decode at %08x (%dx%dx%d)", clutAddr, framebuffer->width, framebuffer->height, framebuffer->colorDepth);
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}
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}
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@ -818,7 +819,7 @@ void TextureCache::LoadClut(u32 clutAddr, u32 loadBytes) {
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if (Memory::IsValidAddress(clutAddr)) {
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// It's possible for a game to (successfully) access outside valid memory.
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u32 bytes = Memory::ValidSize(clutAddr, loadBytes);
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if (foundFramebuffer) {
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if (foundFramebuffer && !g_Config.bDisableSlowFramebufEffects) {
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gpu->PerformMemoryDownload(clutAddr, bytes);
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}
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