Peter Thoman
1f7a3776b3
Only scale textures which were never invalidated
2013-05-01 20:31:57 +02:00
Unknown W. Brackets
d412cf5c64
Approximate better with two fixed blend colors.
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Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
2013-05-01 08:00:52 -07:00
Peter Thoman
e19442a8c1
Eliminated C++11 lambdas
2013-05-01 16:31:28 +02:00
Peter Thoman
95e6a5c4ea
Adjusted Texture Scaler to use global threadpool
2013-05-01 14:12:10 +02:00
Peter Thoman
af68180319
Parallelized texture scaling
2013-05-01 14:12:09 +02:00
Peter Thoman
5e918a644f
Moved texture scaling to separate file
2013-05-01 14:12:09 +02:00
Unknown W. Brackets
4009a37692
Improve blending with two fixed colors.
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It's not right, but it's less bad. Maybe there's a better way?
Improves Popolocrois and Lunar (battle) blending issues.
2013-05-01 00:55:30 -07:00
Peter Thoman
2212e7f609
Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately
2013-04-30 17:58:05 +02:00
Henrik Rydgård
b7cd4d63e2
Merge pull request #1599 from PeterTh/master
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xBRZ texture scaling
2013-04-30 04:29:36 -07:00
Unknown W. Brackets
8f27d03af3
Double alpha at least for a known case.
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Makes Popolocrois look much better now.
2013-04-30 00:04:20 -07:00
Unknown W. Brackets
bc1e0d09d4
Report a possible blend error.
2013-04-30 00:04:00 -07:00
Peter Thoman
c7c4ec7c3b
Added xBR texture scaling to TextureCache
2013-04-30 03:49:12 +02:00
Unknown W. Brackets
3a769bb047
Do alpha test equal compares using rounding.
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Fixes accuracy problems, Popolocrois shows things now.
2013-04-29 01:19:23 -07:00
Unknown W. Brackets
b0ce9e934e
Split out the GPU vendor and the full detail.
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This way we can sort things more easily.
2013-04-29 00:30:54 -07:00
Unknown W. Brackets
5cea38e405
Reporting: catch information about the GPU.
2013-04-29 00:26:43 -07:00
Unknown W. Brackets
1edbfa3212
Use a downcount and fast run loop in the GE.
2013-04-28 14:23:30 -07:00
Unknown W. Brackets
f6287cb33d
Resize the tex buffers to the larger of w/bufw.
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Since it's rearranging, it needs the larger, and it might be in place too.
2013-04-28 13:17:01 -07:00
Unknown W. Brackets
89ad3fb41a
Swap a couple Unchecked loops for Memcpy calls.
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Should be the same or faster, seems clearer anyway...
2013-04-28 11:33:14 -07:00
Unknown W. Brackets
880af79caa
Get rid of the duplicate texture decode func.
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Just need one, really.
2013-04-28 11:26:00 -07:00
Unknown W. Brackets
d0733562f1
Optimize clut reading a tiny bit, use one func.
2013-04-28 11:25:59 -07:00
Unknown W. Brackets
4fe0f59bd7
Fix some missing texture buffer resizes.
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I think this is all of them...
2013-04-28 11:25:59 -07:00
Unknown W. Brackets
13aeb9e67f
Get rid of the cluthash in the texcache.
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It's part of the key now, and better anyway.
2013-04-28 02:40:57 -07:00
Unknown W. Brackets
0cd65102af
Cache cluts by hash not address.
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This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
2013-04-28 02:38:59 -07:00
Unknown W. Brackets
394a8eaf9e
Small optimization to typical 4-bit textures.
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These aren't used that often, but this makes them a bit faster.
It also looks cleaner, imho.
2013-04-28 01:53:24 -07:00
Unknown W. Brackets
9427f352c3
Fix black screen when fbo set in first frame.
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Because BeginFrame() is actually only called after the first frame.
2013-04-27 15:46:10 -07:00
Henrik Rydgard
c5c3189436
Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
2013-04-27 20:06:31 +02:00
Henrik Rydgard
6f4ad05582
Remove some unused code, add some stubs to vfpu jit, some cleanup
2013-04-27 19:35:42 +02:00
Henrik Rydgard
e3f183bc28
ColorDouble needs to be in the fragment shader ID
2013-04-27 18:33:56 +02:00
Unknown W. Brackets
9fa4725f67
Mask clut indexes for > 8-bit clut indexes.
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Fixes #1532 .
2013-04-27 01:19:09 -07:00
Unknown W. Brackets
7405b050be
Revert secondary texture cache.
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This reverts commits 5d978fc626
,
6a7722283c
,
fd34a2e74d
,
5bdf91ea43
,
223bb6795a
, and
e2a9813d82
.
2013-04-25 07:48:54 -07:00
Henrik Rydgard
6f23a56779
Remove use of setlocale() in Osk as I could not figure out the purpose, and it broke stuff.
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If this is actually needed, please send a pull request adding it back, turning it off when not used, and also add an explanation in a comment.
2013-04-25 10:42:31 +02:00
Henrik Rydgard
1965775c5a
Ugly workaround for locale issue breaking HW transform for some people
2013-04-24 23:30:09 +02:00
Unknown W. Brackets
0b9de18f8c
Small optimization to morph vertex step funcs.
2013-04-24 08:19:42 -07:00
Unknown W. Brackets
6a7722283c
Hash textures using cityhash rather than adding.
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It should be more accurate, and for some games is faster.
For most it seems not hugely different.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5d978fc626
Fix second texture cache key, duh.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
fd34a2e74d
More aggressively decimate the second texcache.
2013-04-24 01:52:37 -07:00
Unknown W. Brackets
5bdf91ea43
Use a secondary texture cache for hash failures.
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Animation is pretty common in 2D games, keep it cached.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
223bb6795a
Don't rehash a non-matching texture.
2013-04-24 01:52:36 -07:00
Unknown W. Brackets
e2a9813d82
Basic mechanics for a secondary texcache, cleanup.
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No need to set these values upon resuse.
2013-04-24 01:52:35 -07:00
Unknown W. Brackets
85a23dac63
Avoid framebuffer lookups for repeated prims.
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There are usually many prims per framebuffer. This cuts time spent in
SetRenderFramebuffer() from 1% to 0.13% (although a bit more time in
ExecuteOp, not much.)
2013-04-22 22:04:27 -07:00
Henrik Rydgard
5f1ed03165
Revert "Merge pull request #1324 from cinaera/pullreq" as it seems to break stuff, needs more testing.
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This reverts commit a265569928
, reversing
changes made to 06999ae649
.
2013-04-21 21:09:02 +02:00
Henrik Rydgard
e877821cca
Turn off the single-strip optimization for software transform as it doesn't work yet.
2013-04-21 19:32:57 +02:00
Henrik Rydgard
dd0088e6b8
Fix strange offset of skinned meshes in HW transform (helmet outside body etc)
2013-04-20 23:37:07 +02:00
Henrik Rydgard
b52d21bd4a
Don't use an index buffer for single triangle strips. Improve dirtying of proj matrices.
2013-04-20 23:37:07 +02:00
Henrik Rydgard
70bb4e1c85
Fudge GPU cycle estimates to let GoW runs fast and GTA smooth. See comments for the horrible details.
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I hope this doesn't affect other games adversely.
2013-04-20 20:21:12 +02:00
raven02
4a8d3c331a
Consolidate DIRTY_MATAMBIENTALPHA/DIRTY_MATSPECULAR
2013-04-20 22:46:25 +08:00
BeaR
191199a8d0
Fix vertex shader compilation
2013-04-18 19:34:24 +02:00
BeaR
de7c1ef327
Correct ambient light
2013-04-18 17:36:20 +02:00
Henrik Rydgard
42e4dc897e
Add most Japanese kanji, the brute force way.
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Hope everything supports 2048x2048 textures.
2013-04-18 14:59:00 +02:00
Henrik Rydgard
c04ce5a64e
Implement projective texture mapping. It's not used a great deal but good to have.
2013-04-17 21:41:47 +02:00