Unknown W. Brackets
ab67c49ae9
Make sure we don't hash outside max bytes.
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If we've never even loaded that much, play it safe.
2015-04-26 00:43:36 -07:00
Unknown W. Brackets
c8fc9b0bf3
Cleanup some incorrect handling of clut offset.
2015-04-26 00:31:00 -07:00
Henrik Rydgård
a4a10588ed
Merge pull request #7697 from unknownbrackets/texcache
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Include texture size in the cache key
2015-04-20 00:08:44 +02:00
Unknown W. Brackets
b726a414d7
Log a reason when invalidating textures.
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Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
58563324bd
Include texture size in cache key.
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This makes Tales of Destiny 2's towns significantly faster. It may
however cause us to keep textures around for longer - but we still account
for them in our metrics and invalidation.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
ce9f404bef
Unswizzle when reading from the swizzled mirror.
2015-04-18 12:39:04 -07:00
Unknown W. Brackets
1e8f2c2630
Allow clut load outside valid mem, fill with zero.
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And only for the parts outside memory.
2015-04-12 22:38:17 -07:00
Unknown W. Brackets
10626e356d
Avoid a potential divide by zero.
2015-04-08 11:57:59 -07:00
Unknown W. Brackets
2450724be2
Make Memory::Memcpy() execute memchecks directly.
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This makes it easier to handle breakpoints in HLE.
2015-04-05 18:09:20 -07:00
Unknown W. Brackets
7ee9112425
Avoid constant reload of frequently changed tex.
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If we detect that it's frequently changing, this will cause it to spiral
into an infinite loop of staying frequently changing and reloading to try
to scale.
2015-03-15 09:10:09 -07:00
Unknown W. Brackets
3bc954778c
dx9: Explicitly restore viewport after depal.
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Otherwise, it doesn't get restored.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
bda6f0a4b8
dx9: Reset more state before depal draw.
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Was alpha blending before.
2015-03-01 11:28:05 -08:00
Henrik Rydgard
869f74d1b0
Depal: Apply the half-pixel offset that looked the least wrong. Still not right.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
7b76f7ae60
d3d: Fix depal flipping and negative z.
2015-03-01 11:28:04 -08:00
Unknown W. Brackets
1dfecbf2b8
d3d: Actually upload the clut texture.
2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c
DX9: Hook up the depalettize code. Doesn't work yet though.
2015-03-01 11:24:45 -08:00
Unknown W. Brackets
abace1aa76
For render-to-tex, full alpha on 565 use only.
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It's not how it was drawn, but how it is used... in case it changes
formats, which apparently Split/Second does. Fixes #7492 .
2015-02-21 18:08:50 -08:00
Unknown W. Brackets
0d9e0b16dd
Fix textures leaking on game exit.
2015-01-24 20:36:01 -08:00
Henrik Rydgard
cae58cafee
Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
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This reverts commit f1b57dabf5
, reversing
changes made to 41001637ce
.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
9c64351578
Revert "Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge"
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This reverts commit 08eaa6e1f7
.
2015-01-22 19:52:49 +01:00
Henrik Rydgard
08eaa6e1f7
Fix issues with scaling ARGB1555 textures in OpenGL, introduced by the recent merge
2015-01-20 22:48:39 +01:00
Henrik Rydgard
7faddd6100
Consolidate the two TextureScaler copies into one.
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Also lets us clean up ColorConv slightly.
2015-01-20 17:32:55 +01:00
Unknown W. Brackets
d1b3dcffd8
Fix another potential divide by zero.
2015-01-19 08:45:19 -08:00
Unknown W. Brackets
795088001c
Avoid passing a GPUstate by value.
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Only used by Qt GE debugger thing anyway.
2015-01-17 18:21:04 -08:00
Unknown W. Brackets
a2385b5840
dx9: Only use anisotropic when filter was linear.
2014-12-30 15:28:55 -08:00
Unknown W. Brackets
d097999fad
Avoid killing textures unless we have several mb.
2014-12-21 17:00:55 -08:00
Unknown W. Brackets
d0dd2cbb31
dx9: Fix a crash on textures used as RT.
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We don't always have a texture pointer.
2014-12-18 22:51:46 -08:00
Unknown W. Brackets
2b16b5b79b
Use XXH64 on 64-bit systems.
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I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
CPkmn
d0b225df7c
D3D9 Get maxAnisotropyLevel from device caps
2014-09-20 22:39:01 -07:00
Henrik Rydgard
34f7b90c1d
DX9: Don't set mipfilter to aniso, it's enough to set the minfilter.
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Remove erroneuos comment.
2014-09-20 21:14:42 +02:00
Henrik Rydgard
98337c68f3
DX9: fix type in texture filter selection
2014-09-20 14:06:02 +02:00
Henrik Rydgard
e04b67dad4
When aniso filtering is enabled, force it on for min filtering but not for mag filtering.
2014-09-20 13:04:32 +02:00
Henrik Rydgard
f416978013
DX9: Support anisotropic filtering. Fixes #6929
2014-09-20 10:32:43 +02:00
Unknown W. Brackets
94c865b0ab
d3d: Fix auto texture scaling.
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Fixes #6913 .
2014-09-15 07:09:25 -07:00
Unknown W. Brackets
6af41aeed9
d3d: Enable mipmapping.
2014-09-14 09:14:04 -07:00
Henrik Rydgard
a4ae0f951a
Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow)
2014-09-13 15:13:34 +02:00
Unknown W. Brackets
c288a52975
d3d: Oops, fix dumb CheckAlpha() mistake.
2014-09-12 08:12:16 -07:00
Unknown W. Brackets
6ae6d53bd7
d3d: Fix CheckAlpha() for 16-bit formats.
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Not reversed in d3d, unlike gles. Fixes #6883 .
2014-09-11 22:59:33 -07:00
Henrik Rydgard
422ae62b63
D3D9: Add support for D3D9Ex, which has faster flipping and an option for lower latency, and some other stuff.
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MANAGED textures are not allowed though so compensate for that by making them dynamic for now.
2014-09-09 22:28:35 +02:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
9af40cb14f
d3d: Update the texture cache to mostly match.
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Now we can reduce the differences down.
2014-09-09 00:53:01 -07:00
Unknown W. Brackets
cfee8f81e8
d3d: Oops, typo in texcache.
2014-09-08 21:43:38 -07:00
Unknown W. Brackets
b45711ba94
d3d: Centralize parts of the texture cache.
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Should merge these.
2014-09-08 20:55:56 -07:00
Unknown W. Brackets
1f51fe7843
d3d: Avoid rewriting textures, just swizzle.
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Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.
Technically we could do it in OpenGL as well.
Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Unknown W. Brackets
140eb82821
d3d: Don't flip render-to-tex.
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Fixes flipped screens and objects in a bunch of games.
2014-08-27 07:19:41 -07:00
Unknown W. Brackets
5e528f673d
d3d: Set the lod bias for textures.
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Why aren't these caching?
2014-08-26 07:58:09 -07:00
Unknown W. Brackets
78c342889e
d3d: Prevent crash on Release() of render-to-tex.
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Might be safer to do as we do in GLES and always have a texture...
2014-08-25 02:15:02 -07:00
Unknown W. Brackets
a533d76c8e
d3d: Convert DXT texture colors.
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Doesn't seem like this is 100% correct though, not sure.
2014-08-25 02:00:55 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00
Ced2911
6ee39c9abd
[Gpu] Update
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Conflicts:
GPU/Directx9/FramebufferDX9.cpp
GPU/Directx9/FramebufferDX9.h
GPU/Directx9/VertexDecoderDX9.cpp
GPU/Directx9/helper/fbo.cpp
2014-08-24 10:29:47 +02:00