Henrik Rydgard
58860158df
Turn off the UNPACK optimization when texture scaling is on. Fixes #4408
2013-11-02 15:23:35 +01:00
Henrik Rydgård
1347c3b019
Merge pull request #4387 from hrydgard/unpack_subimage
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Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
2013-11-01 12:02:50 -07:00
Henrik Rydgard
a3a1395fc0
No need to set PACK parameters when we UNPACK
2013-11-01 19:56:06 +01:00
Henrik Rydgard
1fb7cdfcd2
Remove redundant call to ConvertColors, skip a copy when possible
2013-11-01 19:38:53 +01:00
Henrik Rydgard
5de7bb2e2d
Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
2013-11-01 19:38:52 +01:00
Unknown W. Brackets
1ee83935cb
Correct texcache alignment check.
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Oops.
2013-10-31 23:37:05 -07:00
Unknown W. Brackets
dc8902dbff
Cut down on color conversion instructions (x86.)
2013-10-31 23:29:18 -07:00
Unknown W. Brackets
96256f43e9
Make sure clut memory is aligned.
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For SSE color conversion, etc.
2013-10-31 23:29:17 -07:00
Unknown W. Brackets
f42cd11ddb
Speed up color conversion using SSE.
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Probably not the very most optimal implementation, but faster and SSE2.
2013-10-31 23:29:17 -07:00
Unknown W. Brackets
82761de992
Improve the texture cache hash on x86.
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It's a bit less weak now, but still not strong. Still fairly fast, it
seems like.
2013-10-31 23:29:16 -07:00
Sacha
ecfe43c149
CityHash is not used anymore, so we won't compile it.
2013-10-28 03:26:00 +10:00
Unknown W. Brackets
30bf067787
Generate a texture name even for fbo textures.
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Otherwise, when it stops being a render-to-texture, we won't have a
texture name and we'll get confused. A texture name shouldn't be
expensive to generate in this case anyway.
2013-10-26 08:37:52 -07:00
Unknown W. Brackets
453be5530e
Make sure we recheck a fb tex that didn't match.
2013-10-26 08:35:53 -07:00
Unknown W. Brackets
42f7b42af4
Avoid getting stuck with a bad tex framebuffer.
2013-10-26 08:35:52 -07:00
danyalzia
4567acaf92
Only turn on filtering in FMV when alpha test isn't enabled
2013-10-20 20:15:25 +05:00
Henrik Rydgard
8b5eff3677
Only turn off filtering on color test in through mode. Should fix #4192 , #4202
2013-10-15 11:59:32 +02:00
raven02
bf7c9fe631
Force Nearest when color test enabled and rendering resolution greater than 480x272
2013-10-14 17:07:45 +08:00
danyalzia
8bed8f922e
fix a bug :/
2013-10-11 19:54:26 +05:00
danyalzia
88c36b5b25
Add Auto-texture scaling
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Update resource.h
Update WndMainWindow.h
Update WndMainWindow.cpp
Update ppsspp.rc
position fix
Update TextureCache.cpp
Update TextureCache.cpp
2013-10-11 18:30:06 +05:00
Henrik Rydgård
31f5610292
Disable the glTexStorage2D path for now, too many issues.
2013-10-09 09:44:23 +02:00
Henrik Rydgård
df29da0b13
GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading
2013-10-08 15:00:48 +02:00
Henrik Rydgård
add0350b56
Merge pull request #3967 from raven02/patch-17
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Quick fix FF4 CC missing title text in framebuffer-to-memory mode
2013-09-30 03:39:47 -07:00
Unknown W. Brackets
506180fd07
Cut down texcache cap to 512.
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This will make textures rehash 4x more often if they seem to be static.
Previously, 2048 for a 30 fps game meant 69 seconds before it would notice
a change. This is really long for fonts that get missed sometimes.
This takes that down to 17.5 seconds. Still quite a while, but something
a normal person is much more likely to wait for.
Hopefulyl won't hurt performance much normally.
2013-09-29 15:26:56 -07:00
Unknown W. Brackets
f667d26814
Fix texcache rehash backoff.
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If a texture was reused (with other textures in between) several times per
frame, it would be rehashed more frequently than it should be.
Also tries to avoid rehashing several textures on the same frame if they
do not change.
2013-09-29 15:24:02 -07:00
raven02
6c1017c45e
Render-to-texture : Remove no longer valid game list comments
2013-09-29 10:52:29 +08:00