Peter Thoman
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7d2fd0ea31
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Removed Bilinear texture filtering option
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2013-05-03 10:29:29 +02:00 |
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Unknown W. Brackets
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9537be9ebb
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Don't double src alpha when it's not safe to do so.
Fixes LittleBigPlanet vignette.
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2013-05-03 01:10:59 -07:00 |
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Unknown W. Brackets
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df65bb40ac
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Avoid copying a tex if the PSP format is perfect.
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2013-05-03 01:02:00 -07:00 |
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Unknown W. Brackets
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57c7b21640
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Convert colors before applying clut, not after.
No reason to build it wrong and fix it afterward.
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2013-05-03 00:12:42 -07:00 |
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Sacha
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8cb0423f32
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Avoid name collision with ThreadPool on Windows hosts. Fixes all Linux/Unix cross-compiles from Windows, including Harmattan and Blackberry.
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2013-05-03 16:31:53 +10:00 |
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Peter Thoman
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edf94091db
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Final Hybrid scaling adjustments & remove debug output
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2013-05-03 02:51:07 +02:00 |
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Peter Thoman
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d8df8a6796
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Merge branch 'master' of https://github.com/hrydgard/ppsspp
Conflicts:
Core/Config.cpp
Core/Config.h
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2013-05-03 00:24:03 +02:00 |
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Henrik Rydgard
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6d66577f17
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Don't write to transformedvertex.color1[4], it doesn't exist.
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2013-05-02 20:18:46 +02:00 |
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Peter Thoman
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e352432aab
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Hybrid scaling works now
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2013-05-02 20:05:41 +02:00 |
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Peter Thoman
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d70641d3f2
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Manual merge
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2013-05-02 14:25:18 +02:00 |
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Peter Thoman
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7ae3894365
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Added functionality for hybrid scaling (not yet working)
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2013-05-02 14:09:46 +02:00 |
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Henrik Rydgard
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42a4a1e4ba
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Brightness fix for scaled RGB565 and RGB5551 textures. Fix broken color conversion in DecodeTexture (which is not normally used).
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2013-05-02 10:59:45 +02:00 |
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Henrik Rydgard
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a125da7af6
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Don't scale textures in "kernel" memory (like the 2048x2048 PPGe texture).
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2013-05-02 10:18:26 +02:00 |
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Sacha
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a9529f831d
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Hack for Meego. For some reason it's not compiling ThreadPool.cpp
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2013-05-02 17:34:57 +10:00 |
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Sacha
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6a2a308069
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Buildfix for Symbian.
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2013-05-02 17:06:09 +10:00 |
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Unknown W. Brackets
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c73657e39a
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Buildfix for iOS and Android.
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2013-05-01 23:31:18 -07:00 |
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Sacha
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ae9490ad30
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Use boost to do C++11 features on Symbian. Use namespaces.
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2013-05-02 15:46:41 +10:00 |
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Peter Thoman
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3e5023ea97
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Refactored Texture Scaling, changed options & gui to separately select scaling level and method
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2013-05-01 23:55:34 +02:00 |
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Henrik Rydgård
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dcff4970bd
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Merge pull request #1616 from PeterTh/master
Add global threadpool, use it for texture scaling parallelization
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2013-05-01 11:51:01 -07:00 |
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Peter Thoman
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1f7a3776b3
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Only scale textures which were never invalidated
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2013-05-01 20:31:57 +02:00 |
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Unknown W. Brackets
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d412cf5c64
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Approximate better with two fixed blend colors.
Having one be constant, or having a nearby blend, is better than fixing
both to 1.0 or 0.0.
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2013-05-01 08:00:52 -07:00 |
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Peter Thoman
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e19442a8c1
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Eliminated C++11 lambdas
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2013-05-01 16:31:28 +02:00 |
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Peter Thoman
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95e6a5c4ea
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Adjusted Texture Scaler to use global threadpool
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2013-05-01 14:12:10 +02:00 |
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Peter Thoman
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af68180319
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Parallelized texture scaling
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2013-05-01 14:12:09 +02:00 |
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Peter Thoman
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5e918a644f
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Moved texture scaling to separate file
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2013-05-01 14:12:09 +02:00 |
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Unknown W. Brackets
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4009a37692
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Improve blending with two fixed colors.
It's not right, but it's less bad. Maybe there's a better way?
Improves Popolocrois and Lunar (battle) blending issues.
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2013-05-01 00:55:30 -07:00 |
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Peter Thoman
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2212e7f609
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Fixed threading issue pointed out by unknownbrackets and made texture scaling changes apply immediately
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2013-04-30 17:58:05 +02:00 |
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Henrik Rydgård
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b7cd4d63e2
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Merge pull request #1599 from PeterTh/master
xBRZ texture scaling
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2013-04-30 04:29:36 -07:00 |
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Unknown W. Brackets
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320951a77c
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Disasm the GE blend mode better.
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2013-04-30 00:17:39 -07:00 |
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Unknown W. Brackets
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8f27d03af3
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Double alpha at least for a known case.
Makes Popolocrois look much better now.
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2013-04-30 00:04:20 -07:00 |
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Unknown W. Brackets
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bc1e0d09d4
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Report a possible blend error.
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2013-04-30 00:04:00 -07:00 |
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Peter Thoman
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c7c4ec7c3b
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Added xBR texture scaling to TextureCache
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2013-04-30 03:49:12 +02:00 |
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Peter Thoman
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392087f26b
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Added xBRZ library
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2013-04-30 03:44:54 +02:00 |
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Unknown W. Brackets
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3a769bb047
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Do alpha test equal compares using rounding.
Fixes accuracy problems, Popolocrois shows things now.
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2013-04-29 01:19:23 -07:00 |
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Unknown W. Brackets
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b0ce9e934e
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Split out the GPU vendor and the full detail.
This way we can sort things more easily.
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2013-04-29 00:30:54 -07:00 |
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Unknown W. Brackets
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5cea38e405
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Reporting: catch information about the GPU.
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2013-04-29 00:26:43 -07:00 |
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Unknown W. Brackets
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acd0b471e7
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Make sure that x64 uses all the same opt settings.
There were some differences. Also, make debug use the same sse mode
release does so they have parity.
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2013-04-28 22:22:01 -07:00 |
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Unknown W. Brackets
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46e5b84242
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Small opt. for common immediately stalled list.
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2013-04-28 14:56:38 -07:00 |
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Unknown W. Brackets
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597cdbca3f
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Simplify, don't let InterpretList do downcount.
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2013-04-28 14:30:28 -07:00 |
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Unknown W. Brackets
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1edbfa3212
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Use a downcount and fast run loop in the GE.
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2013-04-28 14:23:30 -07:00 |
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Unknown W. Brackets
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5a03888b56
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Centralize state and pc changes in the GE.
To make later things easier.
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2013-04-28 13:34:29 -07:00 |
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Unknown W. Brackets
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f6287cb33d
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Resize the tex buffers to the larger of w/bufw.
Since it's rearranging, it needs the larger, and it might be in place too.
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2013-04-28 13:17:01 -07:00 |
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Unknown W. Brackets
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89ad3fb41a
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Swap a couple Unchecked loops for Memcpy calls.
Should be the same or faster, seems clearer anyway...
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2013-04-28 11:33:14 -07:00 |
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Unknown W. Brackets
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880af79caa
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Get rid of the duplicate texture decode func.
Just need one, really.
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2013-04-28 11:26:00 -07:00 |
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Unknown W. Brackets
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d0733562f1
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Optimize clut reading a tiny bit, use one func.
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2013-04-28 11:25:59 -07:00 |
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Unknown W. Brackets
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4fe0f59bd7
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Fix some missing texture buffer resizes.
I think this is all of them...
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2013-04-28 11:25:59 -07:00 |
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Unknown W. Brackets
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13aeb9e67f
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Get rid of the cluthash in the texcache.
It's part of the key now, and better anyway.
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2013-04-28 02:40:57 -07:00 |
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Unknown W. Brackets
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0cd65102af
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Cache cluts by hash not address.
This makes it immensely faster in Final Fantasy Tactics, and fixes the
numerous graphical issues.
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2013-04-28 02:38:59 -07:00 |
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Unknown W. Brackets
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394a8eaf9e
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Small optimization to typical 4-bit textures.
These aren't used that often, but this makes them a bit faster.
It also looks cleaner, imho.
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2013-04-28 01:53:24 -07:00 |
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Unknown W. Brackets
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9427f352c3
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Fix black screen when fbo set in first frame.
Because BeginFrame() is actually only called after the first frame.
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2013-04-27 15:46:10 -07:00 |
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