Peter Thoman
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1f7a3776b3
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Only scale textures which were never invalidated
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2013-05-01 20:31:57 +02:00 |
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Unknown W. Brackets
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d412cf5c64
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Approximate better with two fixed blend colors.
Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
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2013-05-01 08:00:52 -07:00 |
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Peter Thoman
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e19442a8c1
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Eliminated C++11 lambdas
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2013-05-01 16:31:28 +02:00 |
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Peter Thoman
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95e6a5c4ea
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Adjusted Texture Scaler to use global threadpool
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2013-05-01 14:12:10 +02:00 |
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Peter Thoman
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af68180319
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Parallelized texture scaling
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2013-05-01 14:12:09 +02:00 |
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Peter Thoman
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5e918a644f
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Moved texture scaling to separate file
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2013-05-01 14:12:09 +02:00 |
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Unknown W. Brackets
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4009a37692
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Improve blending with two fixed colors.
It's not right, but it's less bad. Maybe there's a better way?
Improves Popolocrois and Lunar (battle) blending issues.
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2013-05-01 00:55:30 -07:00 |
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Peter Thoman
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2212e7f609
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Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately
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2013-04-30 17:58:05 +02:00 |
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Henrik Rydgård
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b7cd4d63e2
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Merge pull request #1599 from PeterTh/master
xBRZ texture scaling
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2013-04-30 04:29:36 -07:00 |
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Unknown W. Brackets
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320951a77c
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Disasm the GE blend mode better.
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2013-04-30 00:17:39 -07:00 |
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Unknown W. Brackets
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8f27d03af3
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Double alpha at least for a known case.
Makes Popolocrois look much better now.
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2013-04-30 00:04:20 -07:00 |
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Unknown W. Brackets
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bc1e0d09d4
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Report a possible blend error.
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2013-04-30 00:04:00 -07:00 |
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Peter Thoman
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c7c4ec7c3b
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Added xBR texture scaling to TextureCache
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2013-04-30 03:49:12 +02:00 |
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Peter Thoman
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392087f26b
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Added xBRZ library
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2013-04-30 03:44:54 +02:00 |
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Unknown W. Brackets
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3a769bb047
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Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
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2013-04-29 01:19:23 -07:00 |
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Unknown W. Brackets
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b0ce9e934e
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Split out the GPU vendor and the full detail.
This way we can sort things more easily.
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2013-04-29 00:30:54 -07:00 |
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Unknown W. Brackets
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5cea38e405
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Reporting: catch information about the GPU.
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2013-04-29 00:26:43 -07:00 |
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Unknown W. Brackets
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acd0b471e7
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Make sure that x64 uses all the same opt settings.
There were some differences. Also, make debug use the same sse mode
release does so they have parity.
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2013-04-28 22:22:01 -07:00 |
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Unknown W. Brackets
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46e5b84242
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Small opt. for common immediately stalled list.
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2013-04-28 14:56:38 -07:00 |
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Unknown W. Brackets
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597cdbca3f
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Simplify, don't let InterpretList do downcount.
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2013-04-28 14:30:28 -07:00 |
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Unknown W. Brackets
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1edbfa3212
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Use a downcount and fast run loop in the GE.
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2013-04-28 14:23:30 -07:00 |
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Unknown W. Brackets
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5a03888b56
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Centralize state and pc changes in the GE.
To make later things easier.
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2013-04-28 13:34:29 -07:00 |
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Unknown W. Brackets
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f6287cb33d
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Resize the tex buffers to the larger of w/bufw.
Since it's rearranging, it needs the larger, and it might be in place too.
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2013-04-28 13:17:01 -07:00 |
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Unknown W. Brackets
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89ad3fb41a
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Swap a couple Unchecked loops for Memcpy calls.
Should be the same or faster, seems clearer anyway...
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2013-04-28 11:33:14 -07:00 |
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Unknown W. Brackets
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880af79caa
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Get rid of the duplicate texture decode func.
Just need one, really.
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2013-04-28 11:26:00 -07:00 |
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Unknown W. Brackets
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d0733562f1
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Optimize clut reading a tiny bit, use one func.
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2013-04-28 11:25:59 -07:00 |
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Unknown W. Brackets
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4fe0f59bd7
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Fix some missing texture buffer resizes.
I think this is all of them...
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2013-04-28 11:25:59 -07:00 |
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Unknown W. Brackets
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13aeb9e67f
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Get rid of the cluthash in the texcache.
It's part of the key now, and better anyway.
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2013-04-28 02:40:57 -07:00 |
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Unknown W. Brackets
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0cd65102af
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Cache cluts by hash not address.
This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
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2013-04-28 02:38:59 -07:00 |
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Unknown W. Brackets
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394a8eaf9e
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Small optimization to typical 4-bit textures.
These aren't used that often, but this makes them a bit faster.
It also looks cleaner, imho.
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2013-04-28 01:53:24 -07:00 |
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Unknown W. Brackets
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9427f352c3
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Fix black screen when fbo set in first frame.
Because BeginFrame() is actually only called after the first frame.
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2013-04-27 15:46:10 -07:00 |
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Henrik Rydgard
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c5c3189436
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Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'.
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2013-04-27 20:06:31 +02:00 |
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Henrik Rydgard
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6f4ad05582
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Remove some unused code, add some stubs to vfpu jit, some cleanup
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2013-04-27 19:35:42 +02:00 |
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Henrik Rydgard
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660d5700e7
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Unify some VS project settings
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2013-04-27 19:34:41 +02:00 |
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Henrik Rydgard
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e3f183bc28
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ColorDouble needs to be in the fragment shader ID
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2013-04-27 18:33:56 +02:00 |
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Unknown W. Brackets
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9fa4725f67
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Mask clut indexes for > 8-bit clut indexes.
Fixes #1532.
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2013-04-27 01:19:09 -07:00 |
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Unknown W. Brackets
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46ab5cd0f7
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Fix typo in GeDisasm texture format.
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2013-04-25 07:49:51 -07:00 |
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Unknown W. Brackets
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7405b050be
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Revert secondary texture cache.
This reverts commits 5d978fc626 ,
6a7722283c ,
fd34a2e74d ,
5bdf91ea43 ,
223bb6795a , and
e2a9813d82 .
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2013-04-25 07:48:54 -07:00 |
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Henrik Rydgard
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6f23a56779
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Remove use of setlocale() in Osk as I could not figure out the purpose, and it broke stuff.
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.
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2013-04-25 10:42:31 +02:00 |
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Henrik Rydgard
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1965775c5a
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Ugly workaround for locale issue breaking HW transform for some people
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2013-04-24 23:30:09 +02:00 |
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Unknown W. Brackets
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0b9de18f8c
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Small optimization to morph vertex step funcs.
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2013-04-24 08:19:42 -07:00 |
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Unknown W. Brackets
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6a7722283c
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Hash textures using cityhash rather than adding.
It should be more accurate, and for some games is faster.
For most it seems not hugely different.
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2013-04-24 01:52:37 -07:00 |
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Unknown W. Brackets
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5d978fc626
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Fix second texture cache key, duh.
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2013-04-24 01:52:37 -07:00 |
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Unknown W. Brackets
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fd34a2e74d
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More aggressively decimate the second texcache.
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2013-04-24 01:52:37 -07:00 |
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Unknown W. Brackets
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5bdf91ea43
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Use a secondary texture cache for hash failures.
Animation is pretty common in 2D games, keep it cached.
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2013-04-24 01:52:36 -07:00 |
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Unknown W. Brackets
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223bb6795a
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Don't rehash a non-matching texture.
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2013-04-24 01:52:36 -07:00 |
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Unknown W. Brackets
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e2a9813d82
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Basic mechanics for a secondary texcache, cleanup.
No need to set these values upon resuse.
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2013-04-24 01:52:35 -07:00 |
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Unknown W. Brackets
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6be092b4de
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Make sure to print all GE command data in disasm.
Even if part of it shouldn't be used, if it is, that may be important.
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2013-04-23 08:08:11 -07:00 |
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Unknown W. Brackets
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4075295327
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Show more vertex type info in the GE frame dump.
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2013-04-23 07:00:37 -07:00 |
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Unknown W. Brackets
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9208f6389d
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Avoid calling time_update in GE w/o debug stats.
Just wastes time, especially if the game hammers sceGeListUpdateStallAddr,
which many games do.
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2013-04-22 22:04:27 -07:00 |
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