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 a2655699282f193be680703936983dccf4bd9605, reversing
changes made to 06999ae649457232aedcb12b32bc574618cd44d4.
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
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.
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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
BeaR
8cc3f01b7b
Use correct state for lmode
2013-04-16 19:22:18 +02:00
BeaR
c9daf8df7b
Cleanup and fix vertex shader
2013-04-16 19:01:18 +02:00
Henrik Rydgard
ea11c36091
Fix a vshader id bit collision, avoid color test when set to 'ALWAYS', zeroinitialize dls.
2013-04-15 22:57:54 +02:00
BeaR
f7739ccdc2
Apply attenuation to ambient light
2013-04-15 19:11:26 +02:00
Henrik Rydgard
af06611691
Fix bug in ServerHostname found by MSVC's debug allocator. Sneak in a comment.
2013-04-14 10:04:07 +02:00
Henrik Rydgård
c8238a1a05
Merge pull request #1024 from raven02/patch-3
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Fix buffered mode broken in MotoGP
2013-04-14 00:46:42 -07:00
Unknown W. Brackets
6f41255947
Improve the common case of indexed texture reading.
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Cuts from 3.8% to 0.8% in Crimson Gem Saga on Windows.
2013-04-13 16:30:56 -07:00
Unknown W. Brackets
34f1f3a8e7
Remove one more FP usage in GPU.
2013-04-13 13:04:39 -07:00
Henrik Rydgard
e3fb88de68
Background thread for icon loading, show in game list. Switch to GNU STL in Android port.
2013-04-13 21:24:07 +02:00
Henrik Rydgard
5828fe5728
Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551
2013-04-13 19:45:17 +02:00
BeaR
38231ca60a
Fix SW spotlight
2013-04-13 17:52:16 +02:00
Henrik Rydgård
7e657e8f78
Merge pull request #1261 from unknownbrackets/fbo-flicker
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Fix FBO decimation in a cleaner way
2013-04-12 07:53:36 -07:00
Unknown W. Brackets
e7f0bf71bf
Don't go decimate happy on FBOs if a game reuses.
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Some games, e.g. games that render at < 60fps, reuse FBOs.
This was making all three pointers the same, making us more likely
to decimate things when we ought not to.
2013-04-12 07:09:45 -07:00
Unknown W. Brackets
c4a6224506
Don't decimate FBOs if none were used.
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Not sure why this is happening, but fixes #1260 .
2013-04-12 07:00:59 -07:00
raven02
fcba4d4df1
Simply and initialize lightscale%i/angle%i/distance%i
2013-04-11 21:49:44 +08:00
raven02
7be4ce1d86
Match SW T&L with hardware
2013-04-11 21:47:34 +08:00
Henrik Rydgard
d46812a49f
Implement pullrq #1240 better, I think.
2013-04-10 00:06:29 +02:00
BeaR
fa3a1fbd52
Add support for spotlights
2013-04-09 18:26:06 +02:00
raven02
07a36f2384
HW T&L : clamp lightscale
2013-04-09 20:42:40 +08:00
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.
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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
BeaR
3cc7d99143
Change texture even on clearmode
2013-04-09 09:50:57 +02:00
Henrik Rydgård
6ec7d237e8
Merge pull request #1222 from unknownbrackets/gpu-fix
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Correct dest stride on GPU block transfer
2013-04-08 11:01:04 -07:00
Unknown W. Brackets
0e0b074ed7
Correct dest stride on GPU block transfer.
2013-04-08 08:36:51 -07:00
raven02
3252eb6554
Fragment Shader : use mix() for decal/blend
2013-04-08 22:48:40 +08:00
Henrik Rydgård
aa33c4efcc
Merge pull request #1217 from unknownbrackets/fbo-flicker
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Adjust FBO decimation to optimize for creation
2013-04-08 03:22:35 -07:00
Unknown W. Brackets
23c0e7f319
Change FBO age back to 5, gets in a create loop...
2013-04-08 00:45:21 -07:00
Unknown W. Brackets
79e3c66514
Adjust FBO decimation to optimize for creation.
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But, keep aggressively decimating for a few frames.
2013-04-07 22:34:02 -07:00
Unknown W. Brackets
210c7b1639
Slow down the GPU clock estimate.
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This makes Fat Princess for example much faster.
2013-04-07 17:05:12 -07:00