Commit Graph

285 Commits

Author SHA1 Message Date
Henrik Rydgard
069a7b0d2f Move the viewport to the right place. 2015-11-02 20:08:00 +01:00
Henrik Rydgard
f4248cb550 Remove a whole lot of flipping special cases 2015-11-02 20:07:30 +01:00
Unknown W. Brackets
dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets
93e9d6cd56 Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
2015-09-13 11:35:15 -07:00
Unknown W. Brackets
62de281e35 Use texture UV range to optimize framebuf copies. 2015-09-13 11:34:52 -07:00
Unknown W. Brackets
f4df7f076e Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
2015-09-13 11:15:57 -07:00
Unknown W. Brackets
52c3fc221b Also split DirectX9's texture cache. 2015-09-13 09:36:17 -07:00
Unknown W. Brackets
71afaffc20 Pack texture cache entries just a bit tighter. 2015-09-13 06:43:47 -07:00
Unknown W. Brackets
7d63a10fdd Centralize texture cache entry structures. 2015-09-13 06:43:37 -07:00
Unknown W. Brackets
e1df8fc45f Centralize sampling params and test optimizations. 2015-09-13 06:38:07 -07:00
Henrik Rydgard
1c68069083 refactor: Get rid of gstate from depalshadercache 2015-07-29 14:28:51 +02:00
Henrik Rydgard
53f062b7b2 refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions 2015-07-29 11:40:45 +02:00
Henrik Rydgard
e857bd9a1c Minor code simplification in texcache 2015-07-29 10:59:02 +02:00
Unknown W. Brackets
c75010931c Use SSE in CheckAlpha scanning. 2015-05-24 22:55:43 -07:00
Unknown W. Brackets
4fa50a9a50 Reduce clut allocation size a bit.
Really think this probably should only be 1024 bytes, but need to work out
some more details before shrinking all the way.
2015-04-26 00:50:47 -07:00
Unknown W. Brackets
ab67c49ae9 Make sure we don't hash outside max bytes.
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
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.
Makes debugging easier.
2015-04-18 12:42:13 -07:00
Unknown W. Brackets
58563324bd Include texture size in cache key.
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.
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.
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.
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