Commit Graph

61 Commits

Author SHA1 Message Date
Markus Wick
43605f8716 Merge pull request #1948 from magumagu/remove-efb-cache
Remove EFB to RAM cache, and simplify code.
2015-01-27 09:42:15 +01:00
degasus
51990fcdfa TexCache: Rewrite the texID generation for paletted textures
This changes the behavior if both texture are available. The old code did
try to load the modfied texID, the new code tries the unmodified texID first.
2015-01-24 13:58:20 +01:00
magumagu
6659c15bed Remove EFB to RAM cache, and simplify code. 2015-01-23 10:48:15 -08:00
degasus
62402efa6c CustomTexture: Mark textures with mipmaps 2015-01-21 21:22:55 +01:00
degasus
ee9d05d67f CustomTexture: Use another file name with wildcards 2015-01-21 21:22:55 +01:00
Ryan Houdek
50d495b581 Merge pull request #1916 from mimimi085181/master
Make efb to texture less broken for paletted textures that are efb copies
2015-01-21 13:40:36 -06:00
mimimi085181
0d3343d093 Make efb to texture less broken for paletted textures that are efb copies
Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.

This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable.
2015-01-19 01:31:41 +01:00
degasus
9f13a77799 TexCache: don't try to aggressive reuse the entry
As we pool them now, freeing and reallocating them is quite fast.
2015-01-18 19:58:33 +01:00
degasus
8565f02699 TexCache: use an unordered_multimap for the tex pool 2015-01-18 19:58:33 +01:00
degasus
4639d3b1bc TexCache: also incude textures within the render target pool 2015-01-18 19:47:48 +01:00
degasus
6cd6e6546f TexCache: merge texture and rendertarget factory function 2015-01-18 19:47:48 +01:00
degasus
615ae9f106 TexCache: remove PC_TexFormat
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
mimimi085181
96bcb09fb2 Fix another small bug with the efb2ram cache
Textures that are directly next to each other were falsely detected as overlapping.
2015-01-17 19:10:00 +01:00
degasus
22e06daf5c TexCache: recreate the entry on level missmatch 2015-01-11 23:11:04 +01:00
degasus
a9eb08b85d TexCache: Choose texture based on mipmap count 2015-01-11 22:41:04 +01:00
degasus
744b1c1624 TexCache: rewrite level calculation 2015-01-11 22:23:35 +01:00
degasus
d95e5e2b6f TexCache: create a const Config struct 2015-01-11 22:23:35 +01:00
degasus
d640453274 TexCache: cleanup max texture level 2015-01-11 22:23:35 +01:00
degasus
1261f5f7f4 TextureCache: inline arguments into texture cache 2015-01-11 22:23:35 +01:00
degasus
2b47df07b6 TexCache: use c++11 syntax for std::map::erase 2015-01-11 22:23:35 +01:00
degasus
1c98a43203 TexCache: clean up frameCount handling 2015-01-11 22:23:35 +01:00
degasus
6ba613fbd3 TexCache: unify global variables 2015-01-11 22:23:35 +01:00
degasus
774596dbed TexCache: rename OverlapsMemoryRange 2015-01-11 22:23:35 +01:00
degasus
dddcea5a9a TexCache: don't invalidate efb copys because of config changes
We'll loose data on invalidating them. So just keep them until a new copy is done.
A wrong scaled copy is better than no copy if the game doesn't creates a new one.
2015-01-11 22:23:35 +01:00
degasus
38f42da55a TexCache: remove expanded_width
This variable isn't use any more.
2015-01-10 12:22:03 +01:00