Unknown W. Brackets
cd213e655b
Add some debug code for finding textures.
2013-06-22 10:35:34 -07:00
Unknown W. Brackets
390f0d79fc
Add a copy path to ConvertColors RGBA8888.
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It's not actually ever called this way, but I'd rather not let someone get
confused if they try to.
2013-06-22 10:16:38 -07:00
Unknown W. Brackets
88fbe6c1b5
Clear lastBoundTexture when binding a null one.
2013-06-22 10:15:30 -07:00
Henrik Rydgård
cc705c72eb
Revert "Support tex level factor 000001 (fixed at 0, that is, mipmapping off)"
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This reverts commit eaede89761 .
Conflicts:
GPU/GLES/TextureCache.cpp
2013-06-21 10:02:57 +02:00
Henrik Rydgard
34e6b72599
Fix nomip check bug
2013-06-20 23:06:05 +02:00
Henrik Rydgard
eaede89761
Support tex level factor 000001 (fixed at 0, that is, mipmapping off)
2013-06-20 21:57:09 +02:00
Henrik Rydgard
8f9562cde4
Remove gl enum hacks in texturecache (doesn't seem to work, get bad log output on adreno)
2013-06-19 12:42:04 +02:00
Henrik Rydgård
5fc11fa99c
Turn off forced linear filtering if colortest enabled
2013-06-17 20:45:08 +02:00
Unknown W. Brackets
00540ea44c
Hash/convert more when a CLUT base is used.
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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
Unknown W. Brackets
dc5e7d5e71
Still need to delete textures when scaling on.
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Duh. Fixes #2255 .
2013-06-14 00:46:49 -07:00
Unknown W. Brackets
ff00b65cf3
Re-enable subimage optimization with scaling fix.
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Thanks go to @Squall-Leonhart for finding the issue.
2013-06-13 23:04:11 -07:00
Henrik Rydgard
052a15b788
Disable the glTexSubImage optimization, see issue #2222 .
2013-06-11 23:06:30 +02:00
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
aquanull
a1b7da413a
TextureCache::Invalidate()/InvalidateAll() small corrections and optimizations.
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I think the ranges are [start_addr, end_addr).
2013-06-11 16:19:13 +08:00
aquanull
9b85da657a
These were probably just typos.
2013-06-11 16:19:13 +08:00
raven02
4a31e13c9b
Missing semi-colon
2013-05-30 18:33:11 +09:00
raven02
c4a3769aee
Fix incorrect clut in Dainiji_Super_Robot_Taisen_Z Hakaihen
2013-05-30 16:29:38 +08:00
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
Unknown W. Brackets
f042894c3e
Don't bypass the secondary cache on minihash fail.
2013-05-26 13:44:47 -07:00
Unknown W. Brackets
01e1a8093a
Allow ConvertColors() to work as a copy op.
2013-05-26 13:31:58 -07:00
Unknown W. Brackets
d2a52f48e5
Switch to a weaker, but faster clut hash.
2013-05-26 13:26:12 -07:00
Unknown W. Brackets
5dabdd3651
Make sure to update the CLUT if format changes.
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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.
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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