mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-07-11 01:25:07 +02:00
Delete the "Lazy texture cache" option
This commit is contained in:
@@ -743,7 +743,6 @@ static const ConfigSetting graphicsSettings[] = {
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ConfigSetting("AnisotropyLevel", SETTING(g_Config, iAnisotropyLevel), 4, CfgFlag::PER_GAME),
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ConfigSetting("MultiSampleLevel", SETTING(g_Config, iMultiSampleLevel), 0, CfgFlag::PER_GAME), // Number of samples is 1 << iMultiSampleLevel
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ConfigSetting("TextureBackoffCache", SETTING(g_Config, bTextureBackoffCache), false, CfgFlag::PER_GAME | CfgFlag::REPORT),
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ConfigSetting("VertexDecJit", SETTING(g_Config, bVertexDecoderJit), &DefaultCodeGen, CfgFlag::DONT_SAVE | CfgFlag::REPORT),
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#ifndef MOBILE_DEVICE
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@@ -320,7 +320,6 @@ public:
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float fUITint;
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float fUISaturation;
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bool bTextureBackoffCache;
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bool bVertexDecoderJit;
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int iAppSwitchMode;
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bool bFullScreen;
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@@ -125,7 +125,6 @@ TextureCacheCommon::~TextureCacheCommon() {
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void TextureCacheCommon::StartFrame() {
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ForgetLastTexture();
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textureShaderCache_->Decimate();
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timesInvalidatedAllThisFrame_ = 0;
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replacementTimeThisFrame_ = 0.0;
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float fps;
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@@ -370,6 +369,7 @@ SamplerCacheKey TextureCacheCommon::GetFramebufferSamplingParams(u16 bufferWidth
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return key;
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}
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// TODO: This should be called from the through mode bbox check.
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void TextureCacheCommon::UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode) {
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// If the texture is >= 512 pixels tall...
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if (entry->dim >= 0x900) {
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@@ -395,7 +395,6 @@ void TextureCacheCommon::UpdateMaxSeenV(TexCacheEntry *entry, bool throughMode)
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} else if (gstate_c.vertBounds.maxV > entry->maxSeenV) {
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// The max height changed, so we're better off hashing the entire thing.
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entry->maxSeenV = 512;
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entry->status |= TexStatus::FREE_CHANGE;
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}
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} else {
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// Otherwise, we need to reset to ensure we use the whole thing.
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@@ -481,7 +480,7 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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entry = entryIter->second.get();
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// Validate the texture still matches the cache entry.
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bool match = entry->Matches(dim, texFormat, maxLevel);
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bool match = entry->MatchesProperties(dim, texFormat, maxLevel);
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const char *reason = "different params";
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// Check for dynamic CLUT status
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@@ -498,7 +497,9 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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match = false;
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}
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bool rehash = entry->hashStatus == TexHashStatus::Unreliable;
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// !!! Here we will do the check for "sync domain"
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// NOTE: Reliable is just for the font texture now.
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bool rehash = (entry->status & TexStatus::RELIABLE) == 0;
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// First let's see if another texture with the same address had a hashfail.
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if (entry->status & TexStatus::CLUT_RECHECK) {
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@@ -506,6 +507,7 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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rehash = true;
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entry->status &= ~TexStatus::CLUT_RECHECK;
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} else if (!gstate_c.IsDirty(DIRTY_TEXTURE_IMAGE)) {
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// TODO: This check looks bad.
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// Okay, just some parameter change - the data didn't change, no need to rehash.
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rehash = false;
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}
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@@ -545,17 +547,13 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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if (minihash != entry->minihash) {
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match = false;
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reason = "minihash";
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} else if (entry->hashStatus == TexHashStatus::Reliable) {
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rehash = false;
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}
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}
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if (match && (entry->status & TexStatus::TO_SCALE) && (standardScaleFactor_ > 1 || shaderScaleFactor_ > 1) && texelsScaledThisFrame_ < TEXCACHE_MAX_TEXELS_SCALED) {
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if ((entry->status & TexStatus::CHANGE_FREQUENT) == 0) {
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// INFO_LOG(Log::G3D, "Reloading texture to do the scaling we skipped..");
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match = false;
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reason = "scaling";
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}
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// INFO_LOG(Log::G3D, "Reloading texture to do the scaling we skipped..");
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match = false;
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reason = "scaling";
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}
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if (match && (entry->status & TexStatus::TO_REPLACE) && replacementTimeThisFrame_ < replacementFrameBudgetSeconds_) {
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@@ -654,11 +652,7 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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entry->status = {};
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if (PPGeIsFontTextureAddress(texaddr)) {
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// It's the builtin font texture.
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entry->hashStatus = TexHashStatus::Reliable;
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} else if (g_Config.bTextureBackoffCache && !IsVideo(texaddr)) {
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entry->hashStatus = TexHashStatus::Hashing;
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} else {
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entry->hashStatus = TexHashStatus::Unreliable;
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entry->status |= TexStatus::RELIABLE;
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}
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if (hasClutGPU) {
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@@ -677,10 +671,10 @@ TexCacheEntry *TextureCacheCommon::SetTexture() {
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if (found >= TEXTURE_CLUT_VARIANTS_MIN) {
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for (auto it = cache_.lower_bound(cachekeyMin), end = cache_.upper_bound(cachekeyMax); it != end; ++it) {
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it->second->status |= TexStatus::CLUT_VARIANTS;
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it->second->status |= TexStatus::MANY_CLUT_VARIANTS;
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}
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entry->status |= TexStatus::CLUT_VARIANTS;
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entry->status |= TexStatus::MANY_CLUT_VARIANTS;
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}
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}
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@@ -837,7 +831,7 @@ void TextureCacheCommon::Decimate(TexCacheEntry *exceptThisOne, bool forcePressu
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++iter;
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continue;
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}
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bool hasClutVariants = (iter->second->status & TexStatus::CLUT_VARIANTS) != 0;
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bool hasClutVariants = (iter->second->status & TexStatus::MANY_CLUT_VARIANTS) != 0;
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int killAge = hasClutVariants ? TEXTURE_KILL_AGE_CLUT : killAgeBase;
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if (iter->second->lastFrame + killAge < gpuStats.totals.numFlips) {
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DeleteTexture(iter++);
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@@ -907,11 +901,6 @@ void TextureCacheCommon::HandleTextureChange(TexCacheEntry *const entry, const c
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entry->status &= ~(TexStatus::IS_SCALED_OR_REPLACED | TexStatus::TO_REPLACE);
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}
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// Mark as hashing, if marked as reliable.
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if (entry->hashStatus == TexHashStatus::Reliable) {
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entry->hashStatus = TexHashStatus::Hashing;
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}
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// Also, mark any textures with the same address but different clut. They need rechecking.
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if (entry->cluthash != 0) {
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const u64 cachekeyMin = (u64)(entry->addr & 0x3FFFFFFF) << 32;
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@@ -923,13 +912,6 @@ void TextureCacheCommon::HandleTextureChange(TexCacheEntry *const entry, const c
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}
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}
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if (entry->numFrames < TEXCACHE_FRAME_CHANGE_FREQUENT) {
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if (entry->status & TexStatus::FREE_CHANGE) {
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entry->status &= ~TexStatus::FREE_CHANGE;
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} else {
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entry->status |= TexStatus::CHANGE_FREQUENT;
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}
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}
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entry->numFrames = 0;
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}
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@@ -2157,7 +2139,7 @@ void TextureCacheCommon::ApplyTexture(bool doBind, bool flatZ) {
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// Regardless of hash fails or otherwise, if this is a video, mark it frequently changing.
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// This prevents temporary scaling perf hits on the first second of video.
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if (IsVideo(entry->addr)) {
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entry->status |= TexStatus::CHANGE_FREQUENT | TexStatus::VIDEO;
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entry->status |= TexStatus::VIDEO;
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} else {
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entry->status &= ~TexStatus::VIDEO;
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}
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@@ -2590,13 +2572,6 @@ bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
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bool isVideo = IsVideo(entry->addr);
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bool swizzled = gstate.isTextureSwizzled();
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// Don't even check the texture, just assume it has changed.
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if (isVideo && g_Config.bTextureBackoffCache) {
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// Attempt to ensure the hash doesn't incorrectly match in if the video stops.
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entry->fullhash = (entry->fullhash + 0xA535A535) * 11 + (entry->fullhash & 4);
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return false;
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}
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u32 fullhash;
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{
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PROFILE_THIS_SCOPE("texhash");
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@@ -2604,24 +2579,13 @@ bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
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}
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if (fullhash == entry->fullhash) {
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if (g_Config.bTextureBackoffCache && !isVideo) {
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if (entry->hashStatus != TexHashStatus::Hashing && entry->numFrames > TexCacheEntry::FRAMES_REGAIN_TRUST) {
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// Reset to STATUS_HASHING.
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entry->hashStatus = TexHashStatus::Hashing;
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entry->status &= ~TexStatus::CHANGE_FREQUENT;
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}
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} else if (entry->numFrames > TEXCACHE_FRAME_CHANGE_FREQUENT_REGAIN_TRUST) {
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entry->status &= ~TexStatus::CHANGE_FREQUENT;
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}
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// All good!
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return true;
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}
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// Don't give up just yet. Let's try the secondary cache if it's been invalidated before.
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// Don't give up just yet.
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// Let's try the secondary cache if it's been invalidated before.
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if (PSP_CoreParameter().compat.flags().SecondaryTextureCache) {
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// Don't forget this one was unreliable (in case we match a secondary entry.)
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entry->hashStatus = TexHashStatus::Unreliable;
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// If it's failed a bunch of times, then the second cache is just wasting time and VRAM.
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// In that case, skip.
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if (entry->numInvalidated > 2 && entry->numInvalidated < 128 && !lowMemoryMode_) {
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@@ -2631,7 +2595,7 @@ bool TextureCacheCommon::CheckFullHash(TexCacheEntry *entry, bool &doDelete) {
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if (secondIter != secondCache_.end()) {
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// Found it, but does it match our current params? If not, abort.
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TexCacheEntry *secondEntry = secondIter->second.get();
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if (secondEntry->Matches(entry->dim, entry->format, entry->maxLevel)) {
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if (secondEntry->MatchesProperties(entry->dim, entry->format, entry->maxLevel)) {
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// Reset the numInvalidated value lower, we got a match.
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if (entry->numInvalidated > 8) {
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--entry->numInvalidated;
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@@ -2692,7 +2656,7 @@ void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type
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}
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// If we're hashing every use, without backoff, then this isn't needed.
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if (!g_Config.bTextureBackoffCache && type != GPU_INVALIDATE_FORCE) {
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if (type != GPU_INVALIDATE_FORCE) {
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return;
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}
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@@ -2710,9 +2674,6 @@ void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type
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// Quick check for overlap. Yes the check is right.
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if (addr < texEnd && addr_end > texAddr) {
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if (entry->hashStatus == TexHashStatus::Reliable) {
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entry->hashStatus = TexHashStatus::Hashing;
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}
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if (type == GPU_INVALIDATE_FORCE) {
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// Just random values to force the hash not to match.
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entry->fullhash = (entry->fullhash ^ 0x12345678) + 13;
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@@ -2722,13 +2683,6 @@ void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type
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gpuStats.perFrame.numTextureInvalidations++;
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// Start it over from 0 (unless it's safe.)
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entry->numFrames = type == GPU_INVALIDATE_SAFE ? 256 : 0;
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if (type == GPU_INVALIDATE_SAFE) {
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u32 diff = gpuStats.totals.numFlips - entry->lastFrame;
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// We still need to mark if the texture is frequently changing, even if it's safely changing.
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if (diff < TEXCACHE_FRAME_CHANGE_FREQUENT) {
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entry->status |= TexStatus::CHANGE_FREQUENT;
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}
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}
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entry->framesUntilNextFullHash = 0;
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} else {
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entry->invalidHint++;
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@@ -2738,22 +2692,7 @@ void TextureCacheCommon::Invalidate(u32 addr, int size, GPUInvalidationType type
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}
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void TextureCacheCommon::InvalidateAll(GPUInvalidationType /*unused*/) {
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// If we're hashing every use, without backoff, then this isn't needed.
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if (!g_Config.bTextureBackoffCache) {
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return;
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}
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if (timesInvalidatedAllThisFrame_ > 5) {
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return;
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}
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timesInvalidatedAllThisFrame_++;
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for (auto &[key, e] : cache_) {
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if (e->hashStatus == TexHashStatus::Reliable) {
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e->hashStatus = TexHashStatus::Hashing;
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}
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e->invalidHint++;
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}
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// We don't really do anything here right now.
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}
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void TextureCacheCommon::ClearNextFrame() {
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@@ -2889,12 +2828,6 @@ bool TextureCacheCommon::PrepareBuildTexture(BuildTexturePlan &plan, TexCacheEnt
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plan.scaleFactor = 1;
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}
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if ((entry->status & TexStatus::CHANGE_FREQUENT) != 0 && plan.scaleFactor != 1 && plan.slowScaler) {
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// Remember for later that we /wanted/ to scale this texture.
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entry->status |= TexStatus::TO_SCALE;
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plan.scaleFactor = 1;
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}
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if (plan.scaleFactor != 1) {
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if (texelsScaledThisFrame_ >= TEXCACHE_MAX_TEXELS_SCALED && plan.slowScaler) {
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entry->status |= TexStatus::TO_SCALE;
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@@ -3096,33 +3029,17 @@ TextureAlpha TextureCacheCommon::CheckCLUTAlpha(const uint8_t *pixelData, GEPale
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}
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}
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const char *TexHashStatusToString(TexHashStatus status) {
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switch (status) {
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case TexHashStatus::Hashing:
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return "Hashing";
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case TexHashStatus::Reliable:
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return "Reliable";
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case TexHashStatus::Unreliable:
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return "Unreliable";
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default:
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return "Unknown";
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}
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}
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std::string TexStatusToString(TexStatus status) {
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std::string result;
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if (status & TexStatus::ALPHA_SOLID) {
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result += "SOLID_ALPHA ";
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}
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if (status & TexStatus::CLUT_VARIANTS) {
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if (status & TexStatus::MANY_CLUT_VARIANTS) {
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result += "CLUTVARIANTS ";
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}
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if (status & TexStatus::CLUT_RECHECK) {
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result += "CLUT_RECHECK ";
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}
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if (status & TexStatus::CHANGE_FREQUENT) {
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result += "FREQ ";
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}
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if (status & TexStatus::TO_SCALE) {
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result += "TOSCALE ";
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}
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@@ -131,19 +131,13 @@ struct TextureDefinition {
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// At one point we might merge the concepts of framebuffers and textures, but that
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// moment is far away.
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enum class TexHashStatus : u8 {
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Hashing = 0,
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Reliable, // Don't bother rehashing.
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Unreliable, // Always recheck hash.
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};
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enum class TexStatus : u16 {
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VIDEO = (1 << 0),
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BGRA = (1 << 1),
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ALPHA_SOLID = (1 << 2), // Has no alpha channel, or always solid (==1.0) alpha.
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CLUT_VARIANTS = (1 << 3), // Has multiple CLUT variants.
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CHANGE_FREQUENT = (1 << 4), // Changes often (less than 6 frames in between.)
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MANY_CLUT_VARIANTS = (1 << 3), // Has multiple CLUT variants.
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RELIABLE = (1 << 4), // Hash will never change. This only really applies to the font texture.
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CLUT_RECHECK = (1 << 5), // Another texture with same addr had a hashfail.
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TO_SCALE = (1 << 7), // Pending texture scaling in a later frame.
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IS_SCALED_OR_REPLACED = (1 << 8), // Has been scaled already (ignored for replacement checks).
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@@ -151,7 +145,6 @@ enum class TexStatus : u16 {
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// When hashing large textures, we optimize 512x512 down to 512x272 by default, since this
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// is commonly the only part accessed. If access is made above 272, we hash the entire
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// texture, and set this flag to allow scaling the texture just once for the new hash.
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FREE_CHANGE = (1 << 10), // Allow one change before marking "frequent".
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NO_MIPS = (1 << 11), // Has bad or unusable mipmap levels.
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FRAMEBUFFER_OVERLAP = (1 << 12),
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FORCE_REBUILD = (1 << 13),
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@@ -178,7 +171,6 @@ struct TexCacheEntry {
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u16 dim;
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u16 bufw;
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u16 maxSeenV;
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TexHashStatus hashStatus;
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s16 invalidHint;
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s16 numInvalidated;
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@@ -219,7 +211,7 @@ struct TexCacheEntry {
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return (textureBitsPerPixel[format] * bufw * dimHeight(dim)) / 8;
|
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}
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|
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bool Matches(u16 dim2, u8 format2, u8 maxLevel2) const;
|
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bool MatchesProperties(u16 dim2, u8 format2, u8 maxLevel2) const;
|
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u64 CacheKey() const;
|
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static u64 CacheKey(u32 addr, u8 format, u16 dim, u32 cluthash);
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u32 EstimateTexMemoryUsage() const;
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@@ -228,7 +220,6 @@ struct TexCacheEntry {
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// TODO: Work on shrinking it further.
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static_assert(sizeof(TexCacheEntry) <= 72, "TexCacheEntry is too big");
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const char *TexHashStatusToString(TexHashStatus status);
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std::string TexStatusToString(TexStatus status);
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// Can't be unordered_map, we use lower_bound ... although for some reason that (used to?) compiles on MSVC.
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@@ -500,7 +491,6 @@ protected:
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||||
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int decimationCounter_;
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int texelsScaledThisFrame_ = 0;
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int timesInvalidatedAllThisFrame_ = 0;
|
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double replacementTimeThisFrame_ = 0;
|
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// Recomputed once per frame. Depends FPS and soon also config.
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double replacementFrameBudgetSeconds_ = 0.5 / 60.0;
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@@ -554,7 +544,7 @@ protected:
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u32 *expandClut_;
|
||||
};
|
||||
|
||||
inline bool TexCacheEntry::Matches(u16 dim2, u8 format2, u8 maxLevel2) const {
|
||||
inline bool TexCacheEntry::MatchesProperties(u16 dim2, u8 format2, u8 maxLevel2) const {
|
||||
return dim == dim2 && format == format2 && maxLevel == maxLevel2;
|
||||
}
|
||||
|
||||
|
||||
Generated
+56
-57
@@ -75,9 +75,9 @@ checksum = "1505bd5d3d116872e7271a6d4e16d81d0c8570876c8de68093a09ac269d8aac0"
|
||||
|
||||
[[package]]
|
||||
name = "autocfg"
|
||||
version = "1.5.0"
|
||||
version = "1.5.1"
|
||||
source = "registry+https://github.com/rust-lang/crates.io-index"
|
||||
checksum = "c08606f8c3cbf4ce6ec8e28fb0014a2c086708fe954eaa885384a6165172e7e8"
|
||||
checksum = "f2032f911046de80f0a198e0901378627c33f59ea0ac00e363d481118bd70a53"
|
||||
|
||||
[[package]]
|
||||
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|
||||
if (g_Config.iDepthRasterMode != 3)
|
||||
depthRasterMode->HideChoice(3);
|
||||
|
||||
CheckBox *texBackoff = graphicsSettings->Add(new CheckBox(&g_Config.bTextureBackoffCache, gr->T("Lazy texture caching", "Lazy texture caching (speedup)")));
|
||||
texBackoff->SetDisabledPtr(&g_Config.bSoftwareRendering);
|
||||
graphicsSettings->Add(new SettingHint(gr->T("Lazy texture caching Tip", "Faster, but can cause text problems in a few games"), texBackoff));
|
||||
|
||||
static const char *quality[] = { "Low", "Medium", "High" };
|
||||
PopupMultiChoice *bezierQuality = graphicsSettings->Add(new PopupMultiChoice(&g_Config.iSplineBezierQuality, gr->T("LowCurves", "Spline/Bezier curves quality"), quality, 0, ARRAY_SIZE(quality), I18NCat::GRAPHICS, screenManager()));
|
||||
bezierQuality->SetDefault(2);
|
||||
|
||||
@@ -177,7 +177,6 @@ void DrawTexturesWindow(ImConfig &cfg, TextureCacheCommon *textureCache) {
|
||||
ImGui::Image(texId, ImVec2(w, h));
|
||||
ImGui::Text("%08x: %dx%d, %d mips, %s", (uint32_t)(cfg.selectedTexAddr & 0xFFFFFFFF), w, h, entry->maxLevel + 1, GeTextureFormatToString((GETextureFormat)entry->format));
|
||||
ImGui::Text("Stride: %d", entry->bufw);
|
||||
ImGui::Text("Hash status: %s", TexHashStatusToString(entry->hashStatus));
|
||||
ImGui::Text("Status: %08x: %s", entry->status, TexStatusToString(entry->status).c_str());
|
||||
ImGui::Text("Hash: %08x", entry->fullhash);
|
||||
ImGui::Text("CLUT Hash: %08x", entry->cluthash);
|
||||
|
||||
@@ -722,8 +722,6 @@ Immediate (lower latency, tearing) = فوري (שהייה أقل، קריעת ת
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = خطي
|
||||
Low = منخفض
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Anında (az gecikmə, görüntü yırtılma
|
||||
Install custom driver... = Özəl sürücü quraşdır...
|
||||
Integer scale factor = Bütün sayılı ölçəkləniş
|
||||
Internal Resolution = İç çözünürlük
|
||||
Lazy texture caching = Tənbəl toxuma önyaddaşlanması (sürətli)
|
||||
Lazy texture caching Tip = Sürətlidir, ancaq bir sıra oyunda yazı sıxıntıları yaşada bilər
|
||||
Lens flare occlusion = Linza parlaması tıxanıqlığı
|
||||
Linear = Düz xəttli
|
||||
Low = Aşağı
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Неадкладна (меншая затр
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Цэлыкавае маштабаванне
|
||||
Internal Resolution = Унутранае разрозненне
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Аклюзія блікаў аб'ектыва
|
||||
Linear = Лінейны
|
||||
Low = Нізкая
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Незабавно (по-ниска лат
|
||||
Install custom driver... = Инсталиране на персонализиран драйвер...
|
||||
Integer scale factor = Мащабиране на цяло число
|
||||
Internal Resolution = Вътрешна резолюция
|
||||
Lazy texture caching = Мързеливо текстурно кеширане (по-бързо)
|
||||
Lazy texture caching Tip = По-бързо, но може да причини проблеми с текста в някои игри
|
||||
Lens flare occlusion = Запушване на отблясъка на обектива
|
||||
Linear = Линеарно
|
||||
Low = Ниско
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Immediata (menys latència, desgarro d'imat
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolució interna
|
||||
Lazy texture caching = Memòria cau de textures diferit (ràpid)
|
||||
Lazy texture caching Tip = Ràpid, però puc provocar problemes als textos d'alguns jocs
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineal
|
||||
Low = Baixa
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Okamžitě (nižší latence, trhání obra
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Vnitřní rozlišení
|
||||
Lazy texture caching = Líné ukládání textur do mezipaměti (zrychlení)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineární
|
||||
Low = Nízké
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Øjeblikkelig (lavere latenstid, billedrevn
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Intern opløsning
|
||||
Lazy texture caching = Træg textur caching (hurtigere)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineær
|
||||
Low = Lav
|
||||
|
||||
@@ -713,8 +713,6 @@ Immediate (lower latency, tearing) = Sofort (niedrigere Latenz, Bildrisse)
|
||||
Install custom driver... = Benutzerdefinierten Treiber installieren...
|
||||
Integer scale factor = Ganzzahliger Skalierungsfaktor
|
||||
Internal Resolution = Interne Auflösung
|
||||
Lazy texture caching = Träges Textur-Caching (schneller)
|
||||
Lazy texture caching Tip = Schneller, kann aber in einigen Spielen Textprobleme verursachen
|
||||
Lens flare occlusion = Verdeckung von Linsenreflexionen
|
||||
Linear = Linear
|
||||
Low = Niedrig
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Segera (latensi lebih rendah, robekan gamba
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Maruruh
|
||||
Low = Low
|
||||
|
||||
@@ -738,8 +738,6 @@ Immediate (lower latency, tearing) = Immediate (lower latency, tearing)
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linear
|
||||
Low = Low
|
||||
|
||||
@@ -715,8 +715,6 @@ Immediate (lower latency, tearing) = Inmediato (menor latencia, desgarro de imag
|
||||
Install custom driver... = Instalar controlador personalizado...
|
||||
Integer scale factor = Factor de escala de números enteros
|
||||
Internal Resolution = Resolución interna
|
||||
Lazy texture caching = Almacenamiento en caché de texturas lento (aceleración)
|
||||
Lazy texture caching Tip = Más rápido, pero puede causar problemas de texto en algunos juegos.
|
||||
Lens flare occlusion = Oclusión por destello de lente
|
||||
Linear = Lineal
|
||||
Low = Baja
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Inmediato (menor latencia, desgarro de imag
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolución interna
|
||||
Lazy texture caching = Caché de texturas diferido (rápido)
|
||||
Lazy texture caching Tip = Más rápido, pero puede causar problemas de texto en algunos juegos.
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineal
|
||||
Low = Baja
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = فوری (تاخیر کمتر، پارگی
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = رزولوشن داخلی
|
||||
Lazy texture caching = کش کردن بافتهای ماندگار (افزایش سرعت)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = خطی
|
||||
Low = کم
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Välitön (alhaisempi viive, kuvan repeily)
|
||||
Install custom driver... = Asenna mukautettu ajuri...
|
||||
Integer scale factor = Kokonaislukuskaalauksen kerroin
|
||||
Internal Resolution = Sisäinen resoluutio
|
||||
Lazy texture caching = Laiska tekstuurivarastointi (nopeutus)
|
||||
Lazy texture caching Tip = Nopeampi, mutta voi aiheuttaa tekstiongelmia joissakin peleissä
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineaarinen
|
||||
Low = Matala
|
||||
|
||||
@@ -738,8 +738,6 @@ Immediate (lower latency, tearing) = Immédiat (latence plus faible, déchirures
|
||||
Install custom driver... = Installer un pilote personnalisé...
|
||||
Integer scale factor = Facteur d'échelle entier
|
||||
Internal Resolution = Définition interne
|
||||
Lazy texture caching = Mise en cache paresseuse des textures (gain de vitesse)
|
||||
Lazy texture caching Tip = Plus rapide, mais peut entraîner des problèmes d'affichage du texte dans certains jeux
|
||||
Lens flare occlusion = Occlusion des reflets de lentille
|
||||
Linear = Linéaire
|
||||
Low = Basse
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Inmediato (menor latencia, desgarro de imax
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolución interna
|
||||
Lazy texture caching = Caché de texturas diferido (rápido)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineal
|
||||
Low = Baixa
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Άμεση (μικρότερη καθυστ
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Εσωτερική Ανάλυση
|
||||
Lazy texture caching = Τεμπέλικη προσωρινή μνήμη υφών (ταχύτερο)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Γραμμικό
|
||||
Low = Χαμηλή
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = מיידי (השהייה נמוכה יות
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = קווי
|
||||
Low = Low
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = מיידי (קריעת תמונה, השהי
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = יווק
|
||||
Low = Low
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Odmah (manja latencija, kidanje slike)
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Unutarnja rezolucija
|
||||
Lazy texture caching = Lijeno teksturno predmemoriranje (ubrzanje)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linearno
|
||||
Low = Nisko
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Azonnal (alacsonyabb késleltetés, képtö
|
||||
Install custom driver... = Saját driver telepítése…
|
||||
Integer scale factor = Egész skálaszorzó
|
||||
Internal Resolution = Belső felbontás
|
||||
Lazy texture caching = Lusta textúra gyorsítótárazás (gyorsítás)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineáris
|
||||
Low = Alacsony
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Segera (latensi lebih rendah, robekan gamba
|
||||
Install custom driver... = Instal driver kustom...
|
||||
Integer scale factor = Faktor skala integer
|
||||
Internal Resolution = Resolusi internal
|
||||
Lazy texture caching = Perlambatan penembolokan tekstur (mempercepat)
|
||||
Lazy texture caching Tip = Lebih cepat, tetapi dapat menyebabkan masalah teks di beberapa game
|
||||
Lens flare occlusion = Oklusi silau lensa
|
||||
Linear = Linier
|
||||
Low = Rendah
|
||||
|
||||
@@ -715,8 +715,6 @@ Immediate (lower latency, tearing) = Immediato (latenza minore, tearing)
|
||||
Install custom driver... = Installa driver a scelta...
|
||||
Integer scale factor = Fattore di scala intero
|
||||
Internal Resolution = Risoluzione Interna
|
||||
Lazy texture caching = Caching lenta delle texture (velocizza)
|
||||
Lazy texture caching Tip = Veloce, ma può causare problemi di testo in alcuni giochi
|
||||
Lens flare occlusion = Occlusione lens flare
|
||||
Linear = Lineare
|
||||
Low = Bassa
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = 即時(低遅延、ティアリング)
|
||||
Install custom driver... = カスタムドライバーのインストール...
|
||||
Integer scale factor = 整数スケール係数
|
||||
Internal Resolution = 内部解像度
|
||||
Lazy texture caching = テクスチャキャッシュを遅延させる (高速化)
|
||||
Lazy texture caching Tip = 高速化するがいくつかのゲームでテキスト表示が崩れる場合があります
|
||||
Lens flare occlusion = レンズフレア表現への遮蔽処理
|
||||
Linear = Linear
|
||||
Low = 低
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Langsung (latensi luwih rendah, robekan gam
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusi internal
|
||||
Lazy texture caching = Caching tektur puguh (Luwih cepet)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linear
|
||||
Low = Kurang
|
||||
|
||||
@@ -711,8 +711,6 @@ Immediate (lower latency, tearing) =ភ្លាមៗ (ភាពយឺតយ៉
|
||||
Install custom driver... =ដំឡើងកម្មវិធីបញ្ជាផ្ទាល់ខ្លួន...
|
||||
Integer scale factor =កត្តាមាត្រដ្ឋានចំនួនគត់
|
||||
Internal Resolution =ដំណោះស្រាយផ្ទៃក្នុង
|
||||
Lazy texture caching =ឃ្លាំងសម្ងាត់វាយនភាពខ្ជិល (បង្កើនល្បឿន)
|
||||
Lazy texture caching Tip =លឿនជាង ប៉ុន្តែអាចបណ្តាលឱ្យមានបញ្ហាអត្ថបទនៅក្នុងហ្គេមមួយចំនួន
|
||||
Lens flare occlusion =ការបិទបាំងពន្លឺនៃកញ្ចក់
|
||||
Linear =លីនេអ៊ែរ
|
||||
Low =ទាប
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = 즉시 (지연 감소, 화면 찢김)
|
||||
Install custom driver... = 커스텀 드라이버 설치...
|
||||
Integer scale factor = 정수 배율
|
||||
Internal Resolution = 내부 해상도
|
||||
Lazy texture caching = 레이지 텍스처 캐싱 (속도 상승)
|
||||
Lazy texture caching Tip = 더 빠르지만 몇몇 게임에서 텍스트 문제를 일으킬 수 있음
|
||||
Lens flare occlusion = 렌즈 플레어 차단
|
||||
Linear = 선형 필터링
|
||||
Low = 낮음
|
||||
|
||||
@@ -728,8 +728,6 @@ Immediate (lower latency, tearing) = Zû (latency kêm, birina wêne)
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linear
|
||||
Low = Low
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = ທັນທີ (ຄວາມຫຍໍ້
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = ຄວາມລະອຽດພາຍໃນ
|
||||
Lazy texture caching = ແຄດພື້ນຜິວແບບຫຍາບ (ໄວຂຶ້ນ)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linear
|
||||
Low = ຕ່ຳ
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Momentinis (mažesnė delsė, ekrano plyši
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Vidinė rezoliucija
|
||||
Lazy texture caching = "Tingus" tekstūrų spartinimas (greičio didintojas)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linijinis
|
||||
Low = Žema
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Segera (latensi lebih rendah, koyakan skrin
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusi dalaman
|
||||
Lazy texture caching = Pengkuki tekstur ringkas (tingkatkan kelajuan)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Garis dekat
|
||||
Low = Low
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Direct (lagere latentie, schermscheuren)
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Interne resolutie
|
||||
Lazy texture caching = Texturecaching reduceren (sneller)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineair
|
||||
Low = Laag
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Umiddelbar (lavere latenstid, skjermrevner)
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Internal resolution
|
||||
Lazy texture caching = Lazy texture caching (speedup)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Lineær
|
||||
Low = Low
|
||||
|
||||
@@ -718,8 +718,6 @@ Immediate (lower latency, tearing) = Immediate (lower latency, tearing)
|
||||
Install custom driver... = Zainstaluj niestandardowy sterownik...
|
||||
Integer scale factor = Całkowity współczynnik skali
|
||||
Internal Resolution = Rozdzielczość wewnętrzna
|
||||
Lazy texture caching = Leniwa pamięć tekstur (przyśpieszenie)
|
||||
Lazy texture caching Tip = Szybsze, ale może powodować problemy z tekstem/napisami w niektórych grach
|
||||
Lens flare occlusion = Okluzja flary (halacji) obiektywu
|
||||
Linear = Liniowe
|
||||
Low = Niskie
|
||||
|
||||
@@ -738,8 +738,6 @@ Immediate (lower latency, tearing) = Imediato (latência menor, rasgo da imagem)
|
||||
Install custom driver... = Instalar driver personalizado...
|
||||
Integer scale factor = Fator de escala do inteiro
|
||||
Internal Resolution = Resolução Interna
|
||||
Lazy texture caching = Cache de textura preguiçoso (mais rápido)
|
||||
Lazy texture caching Tip = Mais rápido mas pode causar problemas de textos em alguns jogos
|
||||
Lens flare occlusion = Oclusão da luz da lente
|
||||
Linear = Linear
|
||||
Low = Baixa
|
||||
|
||||
@@ -739,8 +739,6 @@ Immediate (lower latency, tearing) = Imediato (latência menor, rasgo da imagem)
|
||||
Install custom driver... = Instalar driver personalizado...
|
||||
Integer scale factor = Fator de escala por inteiros
|
||||
Internal Resolution = Resolução interna
|
||||
Lazy texture caching = Caching preguiçoso da textura (mais rápido)
|
||||
Lazy texture caching Tip = Mais rápido, mas pode causar problemas no texto em alguns jogos
|
||||
Lens flare occlusion = Oclusão de lens flare
|
||||
Linear = Linear
|
||||
Low = Baixa
|
||||
|
||||
@@ -715,8 +715,6 @@ Immediate (lower latency, tearing) = Imediat (latență mai mică, ruperea imagi
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Rezoluție internă
|
||||
Lazy texture caching = Stocare de texturi leneșă (mărire viteză)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linear
|
||||
Low = Jos
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Немедленно (меньшая зад
|
||||
Install custom driver... = Установить сторонний драйвер...
|
||||
Integer scale factor = Целочисленное масштабирование
|
||||
Internal Resolution = Внутренние разрешение
|
||||
Lazy texture caching = Ленивое кэширование текстур (быстрее)
|
||||
Lazy texture caching Tip = Быстрее, но может вызвать проблемы с текстом в некоторых играх
|
||||
Lens flare occlusion = Окклюзия бликов объектива
|
||||
Linear = Линейный
|
||||
Low = Низкое
|
||||
|
||||
@@ -715,8 +715,6 @@ Immediate (lower latency, tearing) = Omedelbart (lägre latens, rivna bildrutor)
|
||||
Install custom driver... = Installera inofficiell drivrutin...
|
||||
Integer scale factor = Heltals skalfaktor
|
||||
Internal Resolution = Intern upplösning
|
||||
Lazy texture caching = Lat textur-caching (speedup)
|
||||
Lazy texture caching Tip = Snabbare, men kan orsaka problem med text i vissa spel
|
||||
Lens flare occlusion = Linsljus-blockering
|
||||
Linear = Linjär
|
||||
Low = Låg
|
||||
|
||||
@@ -715,8 +715,6 @@ Immediate (lower latency, tearing) = Agad (mas mababang latency, pagkapunit ng i
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Resolusyong Internal
|
||||
Lazy texture caching = Lazy texture caching (pampa-bilis)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Linyar
|
||||
Low = Low
|
||||
|
||||
@@ -731,8 +731,6 @@ Immediate (lower latency, tearing) = ทันที (หน่วงเวล
|
||||
Install custom driver... = ติดตั้งไดรเวอร์ปรับแต่ง...
|
||||
Integer scale factor = สเกลภาพจำนวนเต็ม
|
||||
Internal Resolution = ความละเอียดภายใน
|
||||
Lazy texture caching = แคชพื้นผิวแบบหยาบ (เร็วขึ้น)
|
||||
Lazy texture caching Tip = เร็วขึ้น แต่อาจจะทำให้ฟ้อนต์ตัวหนังสือไม่แสดงผลในบางเกม
|
||||
Lens flare occlusion = การบดบังแสงเลนส์แฟลร์
|
||||
Linear = แบบเชิงเส้น
|
||||
Low = ต่ำ
|
||||
|
||||
@@ -716,8 +716,6 @@ Immediate (lower latency, tearing) = Anında (daha düşük gecikme, görüntü
|
||||
Install custom driver... = Özel sürücü yükle...
|
||||
Integer scale factor = Tam Sayı Ölçek
|
||||
Internal Resolution = Dahili Çözünürlük
|
||||
Lazy texture caching = Yavaş Doku Önbelleği
|
||||
Lazy texture caching Tip = Daha hızlıdır ancak bazı oyunlarda yazılarda sorunlarına neden olabilir
|
||||
Lens flare occlusion = Lens parlaması tıkanıklığı
|
||||
Linear = Doğrusal
|
||||
Low = Düşük
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Негайно (менша затримка
|
||||
Install custom driver... = Інсталювати кастомний драйвер...
|
||||
Integer scale factor = Цілочисленне масштабування
|
||||
Internal Resolution = Внутрішнє розширення
|
||||
Lazy texture caching = Кешування текстур
|
||||
Lazy texture caching Tip = Швидше, але може спричинити проблеми з текстом у кількох іграх
|
||||
Lens flare occlusion = Оклюзія відблисків об'єктива
|
||||
Linear = Лінійний
|
||||
Low = Низька
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = Ngay lập tức (độ trễ thấp hơn,
|
||||
Install custom driver... = Install custom driver...
|
||||
Integer scale factor = Integer scale factor
|
||||
Internal Resolution = Độ phân giải bên trong
|
||||
Lazy texture caching = Bộ nhớ đệm lazy texture (tăng tốc)
|
||||
Lazy texture caching Tip = Faster, but can cause text problems in a few games
|
||||
Lens flare occlusion = Lens flare occlusion
|
||||
Linear = Tuyến tính
|
||||
Low = Thấp
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = 即时(延迟低,画面撕裂)
|
||||
Install custom driver... = 安装第三方驱动程序...
|
||||
Integer scale factor = 整倍缩放
|
||||
Internal Resolution = 内部分辨率
|
||||
Lazy texture caching = 延迟纹理缓存 (提速)
|
||||
Lazy texture caching Tip = 速度更快,可能使部分游戏文字渲染出错。
|
||||
Lens flare occlusion = 镜头眩光遮挡
|
||||
Linear = 线性过滤
|
||||
Low = 低质量
|
||||
|
||||
@@ -714,8 +714,6 @@ Immediate (lower latency, tearing) = 即時(延遲較低,畫面撕裂)
|
||||
Install custom driver... = 安裝自訂驅動程式…
|
||||
Integer scale factor = 整數縮放比例
|
||||
Internal Resolution = 內部解析度
|
||||
Lazy texture caching = 消極式紋理快取 (加速)
|
||||
Lazy texture caching Tip = 更快,但在某些遊戲中可能會造成文字問題
|
||||
Lens flare occlusion = 鏡頭眩光遮蔽
|
||||
Linear = 線性
|
||||
Low = 低
|
||||
|
||||
@@ -789,15 +789,6 @@ static void check_variables(CoreParameter &coreParam)
|
||||
g_Config.iSkipGPUReadbackMode = (int)SkipGPUReadbackMode::SKIP;
|
||||
}
|
||||
|
||||
var.key = "ppsspp_lazy_texture_caching";
|
||||
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
||||
{
|
||||
if (!strcmp(var.value, "disabled"))
|
||||
g_Config.bTextureBackoffCache = false;
|
||||
else
|
||||
g_Config.bTextureBackoffCache = true;
|
||||
}
|
||||
|
||||
var.key = "ppsspp_spline_quality";
|
||||
if (environ_cb(RETRO_ENVIRONMENT_GET_VARIABLE, &var) && var.value)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user