raven02
ffdba45b4b
Flush GE_CMD_TEXLEVEL
2014-04-17 19:48:22 +08:00
Unknown W. Brackets
49738a4d9f
Keep flags and func together.
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Seems not to make a big difference, though.
2014-04-17 01:36:24 -07:00
Unknown W. Brackets
c90f3a3e80
Split out more of the top GE cmd funcs.
2014-04-17 01:18:53 -07:00
Unknown W. Brackets
256e98b841
Add the common funcs to the direct exec calls.
2014-04-17 01:18:52 -07:00
Unknown W. Brackets
9851400681
Move a few GE cmds to separate funcs.
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2% improvement in God Eater 2.
2014-04-17 01:18:52 -07:00
Unknown W. Brackets
e06c135be4
Allow individual cmd funcs to be called.
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Rather than a single one, ExecuteOpInternal(). This allows less "huge
switch" code organization, and will (once separated) also improve speed.
2014-04-17 01:18:51 -07:00
Unknown W. Brackets
b2f12daba9
Don't reset OFFSETADDR, changes offsetAddr.
2014-04-17 01:18:51 -07:00
Henrik Rydgård
cf3117dd71
Merge pull request #5876 from raven02/patch-3
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Fix wrong stretch in Wildarm XF (non-buffered mode)
2014-04-16 10:40:23 +02:00
Henrik Rydgård
45246ad9d3
Merge pull request #5891 from raven02/kill-alpha
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Remove 'DisableAlphaTest' option
2014-04-15 22:00:18 +02:00
raven02
d2ce635bbf
Remove option
2014-04-16 03:57:57 +08:00
Henrik Rydgård
d6df5e77df
Merge pull request #5875 from raven02/patch-2
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Add #extension GL_EXT_shader_framebuffer_fetch : require
2014-04-15 15:59:20 +02:00
Unknown W. Brackets
089fea7185
Ignore uncached/kernel bits in texture cache.
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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.
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Since they aren't color swapped. Fixes #5881 .
2014-04-14 07:34:04 -07:00
raven02
cd024e88e8
Add #extension GL_EXT_shader_framebuffer_fetch : require
2014-04-14 19:55:34 +08:00
Unknown W. Brackets
419e812c9a
Also color swap DXT textures.
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Probably #5878 .
2014-04-14 01:27:47 -07:00
Unknown W. Brackets
943353faac
Use GL_BGRA for 32 bit textures on Windows.
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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
Henrik Rydgård
a285d047ea
Merge pull request #5873 from unknownbrackets/texcache
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Fix texture cache invalidation...
2014-04-14 09:16:30 +02:00
Unknown W. Brackets
9982d04f9d
Optimize the case of a direct byte copy.
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Small improvement (like 3.5%) in God of War.
2014-04-13 21:31:30 -07:00
Unknown W. Brackets
f4458edc76
Avoid unbinding the current fbo on block transfer.
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Improves God of War performance by 25% (at least in the demo.)
2014-04-13 21:11:17 -07:00
raven02
a29255b647
Fix wrong stretch in Wildarm XF (non-buffered mode)
2014-04-14 11:40:04 +08:00
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.
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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
58038c05fc
Simplify gstate_c savestate code a bit.
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So it's not as awkward to modify.
2014-04-13 15:16:51 -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.
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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
2f72da8087
Don't dirty the texture on texmapenable.
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Tales of Phantasia X flips on and off texturing during battle transitions.
This causes tons of needless rehashes.
2014-04-13 13:19:35 -07:00
Unknown W. Brackets
b6dc7eba8b
Simplify texture status checks a bit.
2014-04-13 13:19:35 -07:00
Unknown W. Brackets
f2ff8544c7
Don't check diff in ExecuteOpInternal().
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Since it's not called if !diff, there's no need. Small performance
improvement.
2014-04-13 10:25:14 -07:00
Unknown W. Brackets
e780a645cb
Use the FLAG_EXECUTEONCHANGE flag.
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Improves fps by 1-3% in some games, seems to be a win after all.
2014-04-13 10:23:21 -07:00
Unknown W. Brackets
22a80fb7be
softgpu: Avoid multithreading thin polygons.
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Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
Unknown W. Brackets
0d59fc0d2e
Oops, forgot to reset the frame when unchanged.
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Fixes #5861 .
2014-04-13 08:15:48 -07:00
Henrik Rydgård
9bcb2f3a0e
Merge pull request #5859 from raven02/patch-1
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Implement in-shader ABSDIFF blending mode
2014-04-13 10:18:59 +02:00
Henrik Rydgård
cb3db6ada4
Merge pull request #5854 from unknownbrackets/fbo-sizing
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Try to improve FBO sizing
2014-04-13 10:16:23 +02:00
raven02
a9d7be1eab
Should be id0
2014-04-13 16:13:59 +08:00
raven02
f1254c79ed
Turn off regular alpha blending
2014-04-13 16:03:50 +08:00
raven02
e358a6dcbe
Handle ABSDIFF blending mode using GL_EXT_shader_framebuffer_fetch
2014-04-13 16:01:55 +08:00
Unknown W. Brackets
f462721394
Rather than only enlarging, watch for persistence.
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If the game keeps using something at a new size, we know it's time to make
some adjustments.
2014-04-12 23:12:35 -07:00
raven02
568b14f890
Regress fix https://github.com/hrydgard/ppsspp/issues/5769
2014-04-13 13:58:34 +08:00
Unknown W. Brackets
1a53be45cc
When uploading video pixels, detect w/h by size.
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Sometimes the framebuffer size is incorrect, but kinda works... but this
is a problem for the video. Using the size gets us better.
In Wild Arms XF, the framebuffer is 512x512, but that's not right. It's
clear it should be 480x272.
2014-04-12 22:02:47 -07:00
Unknown W. Brackets
1f76adb7a3
If a larger framebuffer is needed, upgrade it once.
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This should prevent issues where it gets larger and smaller like in the
past.
2014-04-12 20:46:38 -07:00
sum2012
fa1b65fd59
Avoid unknown get pointer in Rasterizer.cpp
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Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgård
d67f91d899
Merge pull request #5841 from unknownbrackets/ge-signals
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Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
Unknown W. Brackets
e93407f33e
Oops, downgrade from ERROR to DEBUG, and -report.
2014-04-12 00:04:02 -07:00
Unknown W. Brackets
26933384a7
Don't mark a list complete too early.
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This would matter probably mostly if we implemented CONTINUE properly.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
4561440df7
Handle GE pause signals per tests.
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They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work. Games use this a lot.
2014-04-11 23:50:20 -07:00
Henrik Rydgård
05b23c7bd9
Merge pull request #5802 from raven02/patch-1
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Texture lod bias should be signed
2014-04-11 20:58:55 +02:00
raven02
a6523dd507
Texture lod bias should be signed
2014-04-12 02:33:52 +08:00
Unknown W. Brackets
702294fe60
Don't trigger pause GE signals either, comments.
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This better explains what each signal does.
2014-04-10 00:23:36 -07:00
Unknown W. Brackets
9c75c1e6fd
Avoid triggering SYNC ge signals.
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Fixes #5806 , bcause it avoids rescheduling at the signal, which it should
not do. Possibly this is incorrect for all GE signals, but we don't need
to trigger any behavior on a sync anyway.
2014-04-08 22:20:33 -07:00
Unknown W. Brackets
8a440f93b1
Super stupid typo.
2014-04-05 14:08:44 -07:00