Commit graph

121 commits

Author SHA1 Message Date
Henrik Rydgard
42a4a1e4ba Brightness fix for scaled RGB565 and RGB5551 textures. Fix broken color conversion in DecodeTexture (which is not normally used). 2013-05-02 10:59:45 +02:00
Henrik Rydgard
a125da7af6 Don't scale textures in "kernel" memory (like the 2048x2048 PPGe texture). 2013-05-02 10:18:26 +02:00
Peter Thoman
1f7a3776b3 Only scale textures which were never invalidated 2013-05-01 20:31:57 +02:00
Peter Thoman
5e918a644f Moved texture scaling to separate file 2013-05-01 14:12:09 +02:00
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
Peter Thoman
c7c4ec7c3b Added xBR texture scaling to TextureCache 2013-04-30 03:49:12 +02:00
Unknown W. Brackets
f6287cb33d 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.
2013-04-28 13:17:01 -07:00
Unknown W. Brackets
89ad3fb41a Swap a couple Unchecked loops for Memcpy calls.
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.
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.
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.
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.
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.
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
Henrik Rydgard
c5c3189436 Fix some framebuffer-related crash bugs. Ignore cache instruction 'FILL'. 2013-04-27 20:06:31 +02:00
Unknown W. Brackets
9fa4725f67 Mask clut indexes for > 8-bit clut indexes.
Fixes #1532.
2013-04-27 01:19:09 -07:00
Unknown W. Brackets
7405b050be Revert secondary texture cache.
This reverts commits 5d978fc626,
6a7722283c,
fd34a2e74d,
5bdf91ea43,
223bb6795a, and
e2a9813d82.
2013-04-25 07:48:54 -07:00
Unknown W. Brackets
6a7722283c 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.
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.
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.
No need to set these values upon resuse.
2013-04-24 01:52:35 -07:00
Henrik Rydgard
42e4dc897e Add most Japanese kanji, the brute force way.
Hope everything supports 2048x2048 textures.
2013-04-18 14:59:00 +02:00
Henrik Rydgard
b12fc6e7aa UTF8-enable PPGE and add hiragana and katakana, let's see if this is enough. 2013-04-17 20:51:02 +02:00
Unknown W. Brackets
7b6f7abf42 Swap buffers after unswizzling, it's faster. 2013-04-17 01:07:00 -07:00
Unknown W. Brackets
4e4861a104 Optimize common cases for unswizzled indexed tex. 2013-04-16 23:36:56 -07:00
Unknown W. Brackets
8d55445b28 Optimize texture unswizzling by walking pointers.
Also fix rowWidth = 1, there's no way that was correct, it wasn't even
increasing the address it was reading from.
2013-04-16 23:36:55 -07:00
Unknown W. Brackets
6f41255947 Improve the common case of indexed texture reading.
Cuts from 3.8% to 0.8% in Crimson Gem Saga on Windows.
2013-04-13 16:30:56 -07:00
Henrik Rydgard
d46812a49f Implement pullrq #1240 better, I think. 2013-04-10 00:06:29 +02:00
Unknown W. Brackets
74dbd2b44c Use AllocateMemoryPages() for the texcache buffers. 2013-04-09 01:59:47 -07:00
Unknown W. Brackets
de79941ef4 Allow the tex buffers to grow if necessary.
Only does the 16 bit one for now.

Tactics Ogre uses a texture that is 1024x1024.  Ouch.
2013-04-09 01:59:33 -07:00
raven02
fe5c3d778c Set min/mag filter to GL_LINEAR when disable mipmapping 2013-04-03 16:43:09 +08:00
Unknown W. Brackets
5bb006391c Android buildfix. 2013-04-03 00:57:08 -07:00
raven02
87e24ea938 Add option to toggle mipmapping , default false 2013-04-03 07:38:13 +08:00
Henrik Rydgard
a9e436fcc1 Fix DXT5 alpha channel 2013-03-29 23:38:14 +01:00
Unknown W. Brackets
e4223dbcb0 Simplify adding report messages, add a bunch more. 2013-03-26 00:54:00 -07:00
Unknown W. Brackets
afbde31b42 Add some OpenGL related reporting errors. 2013-03-24 09:45:43 -07:00
Henrik Rydgard
1f5b6b7f59 Logging changes and cleanup 2013-03-15 21:01:57 +01:00
Henrik Rydgard
3727d1837d Safety check to prevent a crash in Wipeout on Android. However, something is broken if we get here. 2013-03-11 18:24:29 +01:00
Sacha
e916af3755 Revert pull 910, fix for numerous games, frameskip 2013-03-11 12:02:31 +10:00
raven02
5da0897fe3 Fix black screen in non-buffered rendering mode 2013-03-08 22:51:04 +08:00
Henrik Rydgard
bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00
Unknown W. Brackets
347eb253dc Oops, will crash if we remove the end? 2013-02-25 14:04:47 -08:00
Unknown W. Brackets
64c42ffaf2 Fix some warnings generated by clang. 2013-02-24 10:23:31 -08:00
Henrik Rydgard
28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Unknown W. Brackets
d8b1ea22f5 Cleanup some warnings and reuse some vars. 2013-02-18 08:34:51 -08:00
Xele02
2a6af9b8a3 Add displayList debug dialog 2013-02-17 01:28:43 +01:00
Henrik Rydgard
2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Henrik Rydgard
5ace14dd30 Log level adjustments 2013-02-12 22:09:40 +01:00