Unknown W. Brackets
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256c7b6271
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Consistently use INVALID_TEX.
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2015-12-31 11:13:41 -08:00 |
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Unknown W. Brackets
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a45f05c598
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Move NotifyFramebuffer and LoadClut to common code.
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2015-12-31 11:13:39 -08:00 |
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Unknown W. Brackets
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7a864f5aa1
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Be forgiving when maxSeenV increases.
This still allows us to optimize < 512 heights, but at the same time,
doesn't hit spritesheets as hard and avoids the scaling penalty.
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2015-12-30 17:15:50 -08:00 |
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Unknown W. Brackets
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d18164bd4d
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d3d9: Clean up some scaling handling.
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2015-12-30 16:54:25 -08:00 |
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Unknown W. Brackets
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1072028ef5
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Fix scaling of NOT frequently changing textures.
Oops. Sorry.
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2015-12-30 16:38:07 -08:00 |
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Unknown W. Brackets
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e3e8fbf7ce
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Correct bufw handling when texture is unscaled.
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2015-12-30 16:26:39 -08:00 |
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Unknown W. Brackets
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f32e4bc3c9
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Regain frequently changing texture trust faster.
This allows us to start scaling it again sooner, if it stops changing
frequently.
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2015-12-30 13:49:53 -08:00 |
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Unknown W. Brackets
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1f5813dd82
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Mark frequently, but known, changed textures.
We don't have to rehash these, but they still may be too slow to upscale.
May help #6031.
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2015-12-30 13:31:16 -08:00 |
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Unknown W. Brackets
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6856fbbef7
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Show an OSM whenever VRAM fills up.
This way they know stuff is happening that is not ideal.
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2015-12-30 13:29:29 -08:00 |
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Unknown W. Brackets
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6129af9b4a
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Reduce tex scaling automatically if VRAM is full.
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2015-12-30 13:23:05 -08:00 |
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Unknown W. Brackets
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164594b044
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Use a VAO for all drawing, and VBOs throughout.
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2015-12-19 09:18:34 -08:00 |
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Unknown W. Brackets
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1339f6b1f3
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Report formats on usage of rendered clut.
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2015-11-26 14:31:46 -08:00 |
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Unknown W. Brackets
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3965cba187
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Disable clut render for now as a "slow effect".
Also, add reporting.
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2015-11-26 13:42:18 -08:00 |
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Unknown W. Brackets
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8e2557bafe
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Support render-to-clut, at least in some cases.
This is pretty much only tested with Brave Story. See #6754.
There may be other cases which are not handled yet.
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2015-11-26 13:31:17 -08:00 |
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Unknown W. Brackets
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2ed8aab2d7
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Avoid direct refs to OES_texture_npot.
So that we can control it centrally in GLES_GPU.
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2015-11-15 15:06:09 -08:00 |
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Unknown W. Brackets
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ac31c66a60
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Fix #8169, really dumb typos.
Sorry.
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2015-11-04 19:40:53 -08:00 |
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Unknown W. Brackets
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95a5bd62d5
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Switch a few other things to use force().
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2015-11-03 23:02:02 -08:00 |
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Henrik Rydgard
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f4248cb550
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Remove a whole lot of flipping special cases
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2015-11-02 20:07:30 +01:00 |
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Henrik Rydgård
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6c08e00e8c
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TextureCache: Don't proceed if we get a crazy bufw for some reason, risk of crashing.
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2015-10-14 22:13:50 +02:00 |
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Unknown W. Brackets
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161efea38e
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Prevent unbinding array buffer in depal.
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2015-10-07 22:11:24 -07:00 |
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Unknown W. Brackets
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659ee2c3f6
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Ensure we update sampling params on tex update.
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2015-10-01 22:56:31 -07:00 |
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Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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93e9d6cd56
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Respect framebuffer offset in fb copies.
We need to offset the copy coordinates also, or we'll copy the wrong
thing.
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2015-09-13 11:35:15 -07:00 |
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Unknown W. Brackets
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62de281e35
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Use texture UV range to optimize framebuf copies.
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2015-09-13 11:34:52 -07:00 |
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Unknown W. Brackets
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f4df7f076e
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Hash less of 512 tall textures when possible.
This allows xBRZ to work better on such textures, and also may reupload
them less frequently.
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2015-09-13 11:15:57 -07:00 |
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Unknown W. Brackets
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52c3fc221b
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Also split DirectX9's texture cache.
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2015-09-13 09:36:17 -07:00 |
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Unknown W. Brackets
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c7e6f051e4
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Split the texture application into two stages.
The latter simply applies the texture.
This makes our IsAlphaTestTriviallyTrue() check correct.
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2015-09-13 09:30:39 -07:00 |
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Unknown W. Brackets
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71afaffc20
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Pack texture cache entries just a bit tighter.
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2015-09-13 06:43:47 -07:00 |
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Unknown W. Brackets
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7d63a10fdd
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Centralize texture cache entry structures.
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2015-09-13 06:43:37 -07:00 |
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Unknown W. Brackets
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e1df8fc45f
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Centralize sampling params and test optimizations.
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2015-09-13 06:38:07 -07:00 |
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Henrik Rydgard
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ab3468ea02
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Move native/gfx_es2/gl_state.cpp/h into GPU/GLES/GLStateCache.cpp/h
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2015-09-06 13:45:17 +02:00 |
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Henrik Rydgard
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0237b84efd
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Reduce use of #ifdef USING_GLES2 some more
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2015-09-05 23:09:06 +02:00 |
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Henrik Rydgard
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f524049277
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Move more GPU feature checks upfront. Re-check when exiting settings menu.
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2015-09-05 21:23:58 +02:00 |
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Henrik Rydgard
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d7f4c47c22
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Refactor: Even more getting rid of gstate access in the framebuffer manager.
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2015-08-05 12:13:14 +02:00 |
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Henrik Rydgard
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1c68069083
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refactor: Get rid of gstate from depalshadercache
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2015-07-29 14:28:51 +02:00 |
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Henrik Rydgard
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53f062b7b2
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refactor: Remove some uses of gstate from SplineCommon and a fex texcache functions
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2015-07-29 11:40:45 +02:00 |
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Henrik Rydgard
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e857bd9a1c
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Minor code simplification in texcache
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2015-07-29 10:59:02 +02:00 |
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Henrik Rydgard
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ea33f50a8a
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Minor optimization: Help stupid compilers avoid a division (and a multiplication).
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2015-07-22 21:03:27 +02:00 |
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Henrik Rydgård
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43744b0239
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Merge pull request #7741 from hrydgard/frame-profiler
Frame profiler overlay
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2015-05-26 00:42:01 +02:00 |
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Unknown W. Brackets
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c75010931c
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Use SSE in CheckAlpha scanning.
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2015-05-24 22:55:43 -07:00 |
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Henrik Rydgard
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6f4cea860c
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Split texture load profiling into decode and load/replace. Make profiler work on Android.
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2015-05-24 23:45:40 +02:00 |
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Henrik Rydgard
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6b1df631a6
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Move the texcache measurements to strictly include only actual texture loading, and not framebuffer shenanigans etc.
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2015-05-24 23:45:39 +02:00 |
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Henrik Rydgard
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26624709f7
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Hook up the frame profiler to a few measurements
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2015-05-24 23:45:36 +02:00 |
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Unknown W. Brackets
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ded92aa977
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Resize here just to be safe.
Not that a texture ought to be > 2MB, but in case we lower that initial
buffer size or something.
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2015-05-24 11:06:34 -07:00 |
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Unknown W. Brackets
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1767bd958c
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Move color conversion funcs to ColorConv.
This paves the way a bit for NEON conversion funcs.
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2015-05-17 13:45:30 -07:00 |
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Unknown W. Brackets
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4fa50a9a50
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Reduce clut allocation size a bit.
Really think this probably should only be 1024 bytes, but need to work out
some more details before shrinking all the way.
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2015-04-26 00:50:47 -07:00 |
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Unknown W. Brackets
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ab67c49ae9
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Make sure we don't hash outside max bytes.
If we've never even loaded that much, play it safe.
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2015-04-26 00:43:36 -07:00 |
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Unknown W. Brackets
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c8fc9b0bf3
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Cleanup some incorrect handling of clut offset.
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2015-04-26 00:31:00 -07:00 |
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Henrik Rydgård
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a4a10588ed
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Merge pull request #7697 from unknownbrackets/texcache
Include texture size in the cache key
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2015-04-20 00:08:44 +02:00 |
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Unknown W. Brackets
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b726a414d7
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Log a reason when invalidating textures.
Makes debugging easier.
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2015-04-18 12:42:13 -07:00 |
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