Commit Graph

159 Commits

Author SHA1 Message Date
Henrik Rydgård
99634a913a Disable QuickClutHash until it can be fixed. 2013-05-27 19:46:09 +02:00
jeid3
632ac03fc2 Build ios fix 2013-05-27 09:54:16 +01:00
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f042894c3e Don't bypass the secondary cache on minihash fail. 2013-05-26 13:44:47 -07:00
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01e1a8093a Allow ConvertColors() to work as a copy op. 2013-05-26 13:31:58 -07:00
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d2a52f48e5 Switch to a weaker, but faster clut hash. 2013-05-26 13:26:12 -07:00
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5dabdd3651 Make sure to update the CLUT if format changes.
Otherwise we throw away the loaded clut, which is no good.
2013-05-26 13:26:07 -07:00
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c53386244d Don't hash the clut when it's not even used.
Many games load the clut even when it wasn't changed, and we don't flush
between when this happens.  There shouldn't be any need to rehash the clut
either.

Technically, the clut could have actually changed, but this would
generally require them to clear the dcache or something in a way the GE
probably doesn't support.
2013-05-26 12:41:36 -07:00
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373561b90e Don't store clutformat in the texcache entry. 2013-05-20 01:00:14 -07:00
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3efe7ae24d Cache based on the full clutformat.
Not just 2 bits of it.  Oops.  Simpler this way.
2013-05-20 00:53:39 -07:00
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5619c84432 Defer palette conversion after clut load.
Because the format can easily be specified afterward.
2013-05-12 10:57:41 -07:00
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5223ee3d1b Move the font clut opt check to clut load.
And remove the report for mipmap sharing, seems to work...
2013-05-12 09:26:17 -07:00
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901a7b804e Implement mipmap clut sharing/not sharing.
It was kinda already there, probably from JPCSP.  Not well tested,
but this is what JPCSP does and it makes sense.
2013-05-12 09:04:50 -07:00
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7e23299c36 Immediately load the clut on LOADCLUT. 2013-05-12 01:56:26 -07:00
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4c43da9c23 Only apply the clut offset when using the clut.
This may fix games that use the clut offset having wrong colors.
2013-05-12 01:56:25 -07:00
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5a81bfd1fb Don't invalidate textures based on the clutaddr.
The cluthash should be sufficient, and this is less to pass around.
2013-05-12 01:56:25 -07:00
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7dd0d242e2 Load the clut only using LOADCLUT, not every tex.
This is a small optimization, and should match PSP behavior better.
It also allows us to hash the clut and convert colors less often.
2013-05-12 01:56:24 -07:00
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342ae6c322 Reuse the fullhash when it triggers a reload.
Instead of hashing it again a few microseconds later...
2013-05-12 01:56:24 -07:00
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724495cbb3 Mix add and xor in the texcache for better results. 2013-05-12 01:56:23 -07:00
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4b91c7e707 Implement DXT3 alpha. 2013-05-10 00:49:13 -07:00
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47c404b925 Clean up some comments. 2013-05-09 01:19:55 -07:00
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4a30221c95 Ignore texfunc RGBA when texture is full alpha.
This allows us to skip some work in the fragment shader.
2013-05-08 23:14:20 -07:00
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cb217189c5 Keep track of whether a texture has alpha.
This way we know what sorts of blending we even have to do.  Commonly,
textures don't have any real alpha.

Not yet used for anything.
2013-05-08 23:14:19 -07:00
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34da6f983a Fix reporting typo logging wrong things. 2013-05-08 00:35:17 -07:00
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76c812a428 Allow larger texture buffer widths.
Fixes #1631.
2013-05-06 23:54:41 -07:00
Henrik Rydgård
d8f9790abc Some Mac build fixes from vit9696 and some more. Update submodules. 2013-05-07 00:08:57 +02:00