Commit Graph

353 Commits

Author SHA1 Message Date
Unknown W. Brackets
089fea7185 Ignore uncached/kernel bits in texture cache.
Although I suppose we could respect uncached and never cache...

Possibly #5879.
2014-04-14 07:58:00 -07:00
Unknown W. Brackets
a411ec6d08 Don't use BGRA for upscaled textures.
Since they aren't color swapped.  Fixes #5881.
2014-04-14 07:34:04 -07:00
Unknown W. Brackets
419e812c9a Also color swap DXT textures.
Probably #5878.
2014-04-14 01:27:47 -07:00
Unknown W. Brackets
943353faac Use GL_BGRA for 32 bit textures on Windows.
25% improvement in Popolocrois, probably decent gains in other games using
32-bit textures often.  FF2 for example doesn't.
2014-04-14 00:28:31 -07:00
Unknown W. Brackets
ca6e4635aa Fix texture cache invalidation. 2014-04-13 16:25:09 -07:00
Unknown W. Brackets
dc0eea0522 Propagate texcache hash fails through cluts.
In games that use palette swapping (hi, FF2), if we detect a change in
a texture, another texture with the same address but new clut might not be
rehashed.

This just marks all other textures as dangerous when a hashfail occurs.

Fixes FF2 from recent optimizations.  It's slower, but still much faster
than before.
2014-04-13 16:20:58 -07:00
Unknown W. Brackets
6cfc61665d Switch to a bitmask instead. 2014-04-13 14:45:55 -07:00
Unknown W. Brackets
4c1c694d4b Use flags to avoid hashing textures when unchanged.
If only parameters change (like wrapping or clut, etc.) we don't need to
rehash the data - we know it hasn't changed.

Should reduce the distance between lazy texture hashing on and off.
2014-04-13 14:22:39 -07:00
Unknown W. Brackets
b6dc7eba8b Simplify texture status checks a bit. 2014-04-13 13:19:35 -07:00
raven02
a6523dd507 Texture lod bias should be signed 2014-04-12 02:33:52 +08:00
Henrik Rydgård
89cf9230a1 Indentation fix 2014-04-02 10:28:03 +02:00
Henrik Rydgard
d83a5da6bd Fix glTextureStorage2D issue by scaling w/h. Fixes #5625 2014-04-02 00:15:41 +02:00
Unknown W. Brackets
b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
b44d10a91e Move texture unswizzling to decoder, use NEON. 2014-03-22 21:35:16 -07:00
Henrik Rydgard
8bf015fe16 texcache: SSE optimized version of the most common case of Unswizzle
(didn't put this in fast_math because it's pretty specific to PSP)
2014-03-23 01:50:50 +01:00
Unknown W. Brackets
66f501b981 Avoid an invalid enum on GLES2 texture creation.
My device logs an error, which I'm guessing has perf impact.
2014-03-22 09:34:22 +01:00
Unknown W. Brackets
f124e7dddc Fix a minor typo. 2014-03-03 00:21:04 -08:00
Unknown W. Brackets
c7437bbe8e Fix some minor warnings. 2014-03-03 00:08:32 -08:00
Unknown W. Brackets
4f1236c2ba Don't use replaceImages for texture scaling = auto. 2014-03-02 01:39:41 -08:00
Unknown W. Brackets
034ae337b7 Handle texture scaling when render res is auto. 2014-03-02 01:39:40 -08:00
Unknown W. Brackets
15a608a6b9 Check for kernel textures in kernel ram properly.
Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Henrik Rydgard
9c4d9461d4 Detect bad mipmap sizes, autogen mipmaps in this case. Might help part of #2603
(outrun)
2014-02-17 11:42:03 +01:00
Unknown W. Brackets
d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Bovine
2c0df8db79 Fixed infrequent segfault in CheckAlpha
pixelData was allocated with stride shorts per row and then advanced as
stride ints per row (reading every other row).  Upshot: fully solid
16-bit textures with alpha channels should now properly categorize as
ALPHA_FULL
2014-02-02 13:51:45 -07:00
Unknown W. Brackets
b626daca59 Correct CheckAlpha() for un-rearranged textures.
Fixes #4403.  It was just not seeing the alpha when a texture had a large
bufw and a small w, and transparent only near the bottom - as in FF1's case.
2014-01-26 19:39:34 -08:00