Commit Graph

360 Commits

Author SHA1 Message Date
Unknown W. Brackets
ec0ae44200 Don't force nearest for colortest against black.
Should fix #4217 and be relatively safe.  Probably it's a common colortest
ref color that's safe?
2014-05-15 23:52:16 -07:00
Unknown W. Brackets
99458d7797 Avoid forcing nearest/disabling linear if possible.
If we know that the test is trivially true, we don't need to worry about
the test.  May help #4405.
2014-05-15 22:38:44 -07:00
Unknown W. Brackets
2d12eb3394 Do not specify max LOD for no-mipmap textures.
Fixes #6077, incorrect filtering with no mipmaps in Popolocrois.
This was causing it to use the mag filtering setting, even when minifying.
2014-05-13 22:40:58 -07:00
Unknown W. Brackets
f660c04983 Optimize double alpha blending for 1/0 textures.
If the blend is 2*a / 1-a, and the alpha is either 1 or 0, we can still
use color doubling instead.  Fixes #3379 (Persona 2.)
2014-05-11 14:17:19 -07:00
Unknown W. Brackets
779a52e08a Don't forget tex alpha if only a mip has none.
Mip levels should only move toward unknown.
2014-05-04 09:54:53 -07:00
raven02
abc5c86339 Split out texture level 2014-04-19 06:45:17 +08:00
raven02
3fc5ba22f4 Set texture bias in constant mode 2014-04-18 18:07:52 +08:00
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