Henrik Rydgard
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0982a29293
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Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
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2013-02-12 21:01:53 +01:00 |
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Henrik Rydgard
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6965b82c62
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Set lastBoundTexture when creating a new one.
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2013-02-12 20:12:08 +01:00 |
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Henrik Rydgard
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174b9749d7
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Minor speedup to 16-bit texture color conversion.
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2013-02-12 19:17:38 +01:00 |
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Henrik Rydgård
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156e22f9d2
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Merge pull request #669 from raven02/master
Fix SW transform in Kidou_Senshi_Gundam_AGE_Universe_Accel
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2013-02-12 08:03:06 -08:00 |
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Henrik Rydgård
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0bea5be5a5
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Merge pull request #671 from unknownbrackets/texcache
Check the entire texture again, fixes wrong tex
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2013-02-12 08:02:41 -08:00 |
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Unknown W. Brackets
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8e51ce1beb
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Check the entire texture again, fixes wrong tex.
Not sure why, but only on Android. Also faster on Windows.
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2013-02-12 07:55:44 -08:00 |
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raven02
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f5431dcb8b
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Fix SW transform in Kidou_Senshi_Gundam_AGE_Universe_Accel
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2013-02-12 22:43:41 +08:00 |
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Unknown W. Brackets
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5486d0a3c1
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Don't crash if currentList is NULL.
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2013-02-12 01:12:32 -08:00 |
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Unknown W. Brackets
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fb7cabcccf
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Fix some missing GPUCommon state.
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2013-02-12 01:06:11 -08:00 |
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Unknown W. Brackets
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5a20d9fc2a
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Clear vertex cache on savestates.
Just so it's an easy way. We can remove later when we're sure.
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2013-02-12 01:00:52 -08:00 |
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Unknown W. Brackets
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b548fe0aa6
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Don't mark unreliable, just rehash each time.
This improves perf significantly without the bugs.
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2013-02-12 00:17:12 -08:00 |
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Unknown W. Brackets
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1e1979b786
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Simply don't cache < 100 verts for now.
Fixes wrong vertexes in a number of games.
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2013-02-12 00:02:53 -08:00 |
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Unknown W. Brackets
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485bcac757
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Actually, these are draws. Increase to 24.
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2013-02-11 23:41:31 -08:00 |
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Unknown W. Brackets
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7d2c5c5041
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Fix vai->numFrames never incrementing.
This made it never cache... oops.
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2013-02-11 23:38:29 -08:00 |
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Henrik Rydgard
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f0c632131e
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Flush the draw buffer less. Default aniso to 0 on mobile, 8 on PC/the rest.
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2013-02-11 19:03:11 +01:00 |
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raven02
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66417155c9
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Add option to set AnisotropyLevel , default 4
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2013-02-11 21:03:53 +08:00 |
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Unknown W. Brackets
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b9f61a9cf3
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Don't blacklist an invalidated texture forever.
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2013-02-10 23:29:44 -08:00 |
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Unknown W. Brackets
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7b9e90d434
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OpenGL ES 2 buildfix again.
Sorry.
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2013-02-10 18:20:34 -08:00 |
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Unknown W. Brackets
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4807a0b886
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OpenGL ES2 buildfix.
Darn it.
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2013-02-10 18:16:11 -08:00 |
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Unknown W. Brackets
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8a715f7b67
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Don't forget a tex is unreliable until decimate.
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2013-02-10 14:26:17 -08:00 |
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Unknown W. Brackets
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ca943f070c
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Don't delete cache invalidated textures.
Note: still decimates.
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2013-02-10 14:20:59 -08:00 |
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Unknown W. Brackets
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f77a4985f1
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Keep track of whether a texture is reliable or not.
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2013-02-10 14:20:58 -08:00 |
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Unknown W. Brackets
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d56f3055b6
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Don't check the power of two padding in texcache.
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2013-02-10 14:20:58 -08:00 |
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Unknown W. Brackets
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f15c1839ac
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Use backoff to invalidate textures as well.
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2013-02-10 14:20:58 -08:00 |
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Unknown W. Brackets
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634b9112e4
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Cache vertexes based on frames not draws.
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2013-02-10 14:20:57 -08:00 |
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Unknown W. Brackets
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5f3f3b8716
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Speed up TextureCache::Invalidate() in debug.
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2013-02-10 13:11:29 -08:00 |
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Xele02
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381bffaa47
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Remove Qt define
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2013-02-10 18:15:01 +01:00 |
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Xele02
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69b837f18b
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Add debug dialogs (DisAsm, Memory, VFPU).
New features : Breakpoint display, thread status, display list status
Update translation and start french translation
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2013-02-10 17:33:34 +01:00 |
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Sacha
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b817e3bf26
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Update max to std::max
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2013-02-10 23:01:18 +10:00 |
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Henrik Rydgard
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87c9aa99c2
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Let's specify MAX_LOD whether it works or not on gles 2...
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2013-02-10 12:13:35 +01:00 |
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Unknown W. Brackets
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430139b12a
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Minimal revert of the GE-related interrupt changes.
Keep most of them, just revert using getList() which isn't cutting it
right now. Fixes #595.
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2013-02-10 02:03:02 -08:00 |
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Unknown W. Brackets
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74c2769ada
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Don't use an f suffix in GL shaders.
Error found in Hexyz Force.
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2013-02-09 17:18:01 -08:00 |
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Henrik Rydgard
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db3f01044d
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Turn down texturecache logging a bit. Fix unfinished optimization.
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2013-02-09 21:32:02 +01:00 |
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Henrik Rydgard
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5a43f3e0ff
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ZWRITEDISABLE should flush drawbuffer. Fixes road glitches in Ridge Racer and MotoGP.
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2013-02-09 21:25:15 +01:00 |
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Henrik Rydgard
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aef2376b34
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Merge branch 'master' into framebuffer-texture
Conflicts:
GPU/GLES/TextureCache.cpp
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2013-02-09 21:18:46 +01:00 |
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Henrik Rydgard
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ca347da99c
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Depth range should not be applied in through mode. Fixes sky in Wipeout Pure.
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2013-02-09 20:53:32 +01:00 |
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Henrik Rydgard
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4868b5041c
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Fall back to glGenerateMipmap on OpenGL ES 2.0 for now, explanation in comments.
Enable 4x aniso by default, just because. This might be turned into an option later.
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2013-02-09 20:21:10 +01:00 |
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Henrik Rydgard
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2fcea2a7e6
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Fix mipmap-related slowdown caused by excessive texture decoding
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2013-02-09 19:25:36 +01:00 |
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Henrik Rydgard
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bf7e5a4115
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Mipmapping! Fixes issue #614
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2013-02-08 00:04:34 +01:00 |
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Henrik Rydgard
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356f5788e1
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Fix more UV issues
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2013-02-08 00:04:01 +01:00 |
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Henrik Rydgard
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6b3ddae554
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Fix UV error introduced in previous commit
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2013-02-06 21:38:19 +01:00 |
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Henrik Rydgard
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6f9347178b
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Let's not declare vertex arrays as RELIABLE for now.
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2013-02-06 20:45:25 +01:00 |
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Henrik Rydgard
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aaf00e047b
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Don't convert texcoords to float either.
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2013-02-06 20:30:10 +01:00 |
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Henrik Rydgard
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8749ad0cb9
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Warning fixes, very minor updates to shader generators.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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80f4dc4e3a
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Fix issue with half sized skinned objects in SW transform.
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2013-02-06 19:04:28 +01:00 |
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Henrik Rydgard
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0ca279e81d
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Don't hash vertex buffers every frame (TCP-style backoff up until every 16th)
Saves quite a bit time otherwise spent in CityHash, blowing the dcache every time.
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2013-02-06 00:43:37 +01:00 |
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raven02
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b64edadb1b
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Fix missing menu button and character in The Legend Of Heroes - Trails In The Sky
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2013-02-06 04:26:24 +08:00 |
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Henrik Rydgard
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12cccf0cc3
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Don't need to flush on GE_CMD_OFFSET.
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2013-02-05 18:02:11 +01:00 |
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Henrik Rydgard
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bf7ad9e1c9
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Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change.
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2013-02-05 18:02:10 +01:00 |
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Henrik Rydgard
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bdc467769e
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Some shader and vertex format optimizations
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2013-02-05 01:37:00 +01:00 |
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