Unknown W. Brackets
b48de952fd
Duplicate framebuffers textured onto themselves.
...
This fixes #2917 .
I verified that, at least for my card, blitting is much faster than
glReadPixels (by quite a margin.)
2014-01-20 07:54:39 -08:00
Unknown W. Brackets
09f1c795e5
Pass around texture pointers, not addresses.
...
This makes it possible to override it easier, rather than needing it in
PSP RAM.
2014-01-20 07:52:09 -08:00
Unknown W. Brackets
9680a7ccc7
Allow texture scaling on changed textures.
...
But only if they don't change very frequently. Should fix #1934 .
2014-01-19 20:54:48 -08:00
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
Henrik Rydgård
df29da0b13
GLES3: Use glTexStorage2D for (possibly) more efficient texture uploading
2013-10-08 15:00:48 +02:00
Unknown W. Brackets
81e71dd8d7
Add a way to get to the current texture as well.
2013-09-27 22:46:08 -07:00
Unknown W. Brackets
8ca31f7652
Round texture bufw down to nearest 16 byte mult.
2013-09-15 20:06:41 -07:00
Unknown W. Brackets
b1ca06dff0
Keep track of fbs so there's no lag texturing.
...
Before, there would always be at least one bind with the incorrect memory
before using the framebuffer as a source.
2013-09-01 11:45:42 -07:00
Unknown W. Brackets
49902ed4dc
Factor out texture from framebuffer.
2013-09-01 11:40:35 -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
Unknown W. Brackets
5f5048ca04
Save the bufw for textures as well, to match fbs.
2013-07-30 00:02:32 -07:00
The Dax
21f0bf2079
Put TextureFiltering enumerator name back. It was deleted by accident.
2013-07-29 15:34:51 -04:00
The Dax
5ef3a558ff
Remove more magic numbers and remove enumerator names.
2013-07-29 15:34:51 -04:00
The Dax
b2dfdf6401
Perform some Windows UI cleanups. Dozens of unused IDs were leftover from Dolphin, and I doubt they'll ever be used again. Also remove several magic numbers, instead using enumerators to clarify code.
2013-07-29 15:34:50 -04:00
raven02
2ed82df646
Use UPPER case for enum
2013-07-23 19:28:01 +08:00
Unknown W. Brackets
4cfa074546
Use GE state accessors in the texcache.
2013-07-21 19:45:05 -07:00
raven02
4d53022121
Use emnu{} to simplify different of texture filtering
2013-07-19 22:36:00 +08:00
Unknown W. Brackets
00540ea44c
Hash/convert more when a CLUT base is used.
...
This seems a bit strange, but the games that use these bases seem to read
outside the loaded CLUT to a previously loaded CLUT.
May cause a performance issue on games that use a base but don't do this.
2013-06-16 08:04:21 -07:00
Henrik Rydgard
f8b9655f20
Use glTexSubImage to replace textures instead of deleting them and allocating new ones whenever possible. May help runaway VRAM consumption with some Radeon drivers.
2013-06-11 20:21:19 +02:00
Unknown W. Brackets
f042894c3e
Don't bypass the secondary cache on minihash fail.
2013-05-26 13:44:47 -07:00
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
373561b90e
Don't store clutformat in the texcache entry.
2013-05-20 01:00:14 -07:00
Unknown W. Brackets
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