Commit Graph

328 Commits

Author SHA1 Message Date
Unknown W. Brackets
c141e94fe9 Use gstate.* accessors in a few more places. 2013-08-24 11:34:35 -07:00
Unknown W. Brackets
1ed8edb0d3 Avoid some dangerous hex constant widths. 2013-08-22 23:23:48 -07:00
raven02
7245164604 Change to AttachFramebufferValid() for suboffset textures 2013-08-22 11:31:39 +08:00
Unknown W. Brackets
5b5bee86dd Compare the right fb address for suboffset textures.
If that case is changed to AttachFramebufferValid(), fixes Valkyrie Profile's graphics mostly.

Still seems to hang somewhat into the game...
2013-08-21 00:34:47 -07:00
Unknown W. Brackets
5461d63889 Backpeddle a bit on tex bufw alignment.
Maybe they're just minimums?
2013-08-19 23:57:29 -07:00
raven02
9e10239c9b Revert part of #3108 to avoid rendering garbage memory 2013-08-19 21:39:56 +08:00
Unknown W. Brackets
e96a825743 Align non-compressed textures to 16 bytes. 2013-08-18 22:43:26 -07:00
Unknown W. Brackets
52f1de8f1d Use xxHash instead of CityHash, it's faster.
At least on Windows it's definitely got the edge.
2013-08-16 23:48:42 -07:00
raven02
fad8b77044 Merge remote-tracking branch 'upstream/master' into patch-13 2013-08-14 07:29:56 +08:00
Unknown W. Brackets
008052e6d6 Fix some variable hiding warnings. 2013-08-12 23:32:38 -07:00
Henrik Rydgard
9109882c04 More microoptimization 2013-08-11 22:12:14 +02:00
raven02
c2a86d647f Fix wrong size generated of FBO for some games which uses it as render-to-texture 2013-08-12 02:20:55 +08:00
Henrik Rydgård
f01279f2cf Merge pull request #3082 from raven02/patch-12
Fix black/missing textures in few games
2013-08-09 00:58:38 -07:00
Henrik Rydgard
51ffdfa132 Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations. 2013-08-07 22:34:00 +02:00
raven02
ba4d236d18 Fix black/missing textures in few games 2013-08-07 22:47:41 +08:00
Unknown W. Brackets
f35b4a6159 Don't use render-to-texture with format mismatch. 2013-08-02 22:45:35 -07:00
Unknown W. Brackets
8e512c926e For now, don't bind mismatched FBs at all.
But still don't create a garbage texture either.
2013-08-02 22:45:34 -07:00
Unknown W. Brackets
ab1c20f509 Detach textures and fbs using a range check.
This is more compatible with the attach logic, and might also be faster.
Although, framebuffer destroys should not be that common.
2013-08-02 22:45:34 -07:00
Henrik Rydgard
61d419b2ec Don't scan for something to decimate every frame. Actually costs perf. 2013-08-01 00:13:58 +02:00
raven02
635def582c Fix readIndexedTex() to use texture level for width/height 2013-07-31 01:52:29 +08:00
raven02
50f98fe498 Add texture level parameter 2013-07-30 23:23:02 +08:00
raven02
75c9ce2498 GPUstate :Add getTextureWidth() & getTextureHeight()
and
2013-07-30 23:09:22 +08:00
Unknown W. Brackets
676702071d Correctly rebind textures after an fbo tex.
This is the right fix for Tactics Ogre, and makes sense.  May fix other
games too.
2013-07-30 01:06:33 -07:00
Unknown W. Brackets
ebe68a5d00 Don't bind odd render-to-texture when copying mem. 2013-07-30 00:09:33 -07:00
Unknown W. Brackets
0a9315d0e2 Cut down the scan range to avoid perf hit.
Probably no perf hit anyway.  Should have the same functionality.
2013-07-30 00:02:34 -07:00