Commit Graph
62 Commits
Author SHA1 Message Date
Unknown W. Brackets 8a715f7b67 Don't forget a tex is unreliable until decimate. 2013-02-10 14:26:17 -08:00
Unknown W. Brackets ca943f070c Don't delete cache invalidated textures.
Note: still decimates.
2013-02-10 14:20:59 -08:00
Unknown W. Brackets f77a4985f1 Keep track of whether a texture is reliable or not. 2013-02-10 14:20:58 -08:00
Unknown W. Brackets d56f3055b6 Don't check the power of two padding in texcache. 2013-02-10 14:20:58 -08:00
Unknown W. Brackets f15c1839ac Use backoff to invalidate textures as well. 2013-02-10 14:20:58 -08:00
Unknown W. Brackets 5f3f3b8716 Speed up TextureCache::Invalidate() in debug. 2013-02-10 13:11:29 -08:00
Henrik Rydgard 87c9aa99c2 Let's specify MAX_LOD whether it works or not on gles 2... 2013-02-10 12:13:35 +01:00
Henrik Rydgard db3f01044d Turn down texturecache logging a bit. Fix unfinished optimization. 2013-02-09 21:32:02 +01:00
Henrik Rydgard aef2376b34 Merge branch 'master' into framebuffer-texture
Conflicts:
	GPU/GLES/TextureCache.cpp
2013-02-09 21:18:46 +01:00
Henrik Rydgard 4868b5041c Fall back to glGenerateMipmap on OpenGL ES 2.0 for now, explanation in comments.
Enable 4x aniso by default, just because. This might be turned into an option later.
2013-02-09 20:21:10 +01:00
Henrik Rydgard 2fcea2a7e6 Fix mipmap-related slowdown caused by excessive texture decoding 2013-02-09 19:25:36 +01:00
Henrik Rydgard bf7e5a4115 Mipmapping! Fixes issue #614 2013-02-08 00:04:34 +01:00
Henrik Rydgard 76acd62e6e Try to adjust texture size for fbo dimension 2013-02-02 12:37:41 +01:00
Henrik Rydgard a0c0d6a977 Initial support for texturing from framebuffers. 2013-02-01 00:18:23 +01:00
Henrik Rydgard 02936d5090 Don't use palette addr to build the cache key if the texture doesn't use one. 2013-02-01 00:02:50 +01:00
Unknown W. Brackets e8519a8a9b Walk a pointer in texture reading too. 2013-01-31 00:49:18 -08:00
Unknown W. Brackets 63ef98a994 Use pointer walking and sizeInRAM for texture hash. 2013-01-31 00:30:48 -08:00
Henrik Rydgard 3b681d3854 Make GLES_GPU own texturecache 2013-01-30 20:40:26 +01:00
Henrik Rydgard 8b180513cb Assorted GPU cleanup/fixing (fbo, vbo draw type) 2013-01-26 21:39:36 +01:00
Henrik Rydgard 14d26141a5 TextureCache_Invalidate now does a range match instead of just checking if the texture address was in range. 2013-01-22 22:03:39 +01:00
Unknown W. Brackets 140fd171ef Fix some 64-bit type conversion warnings. 2013-01-19 13:48:20 -08:00
Henrik Rydgard 6ab6045baf Throw away unused FBOs. This gets rid of extreme slowness of Star Soldier on Nexus S for whatever reason. 2013-01-11 02:00:51 +01:00
Henrik Rydgard 7390f2b5f6 Some realtime profiling stuff. Enable FZ (flush-to-zero) mode. 2013-01-11 00:13:39 +01:00
Henrik Rydgard 7a7c92edeb Oops (forgot to remove a debug statement). 2013-01-06 18:17:01 +01:00
Henrik Rydgard 26a5bfcd5d Avoid setting texture filter over and over again. 2013-01-06 17:44:14 +01:00
Henrik Rydgard 88e921b074 Use invalidatecachehint in dcachewritebackinvalidateall too. Count invalidations. 2013-01-06 12:27:01 +01:00
Henrik Rydgard 66a098c863 Some simple optimizations to texturecache 2013-01-06 12:11:47 +01:00
Unknown W. Brackets adf8c71745 Recheck writebackall'd textures more frequently.
Since we're dealing with texture upload speed (time), basing this off
number of times invalidated (also time usually) seems to make sense.

This helps lazy games that just use writebackall and expect their
graphics to update.
2013-01-05 17:24:19 -08:00
Unknown W. Brackets 3861ce0376 Use sceKernelDcacheWritebackAll() as a hint only. 2013-01-05 17:07:19 -08:00
raven02 b94bcad288 Fall back to original filter logic when filter option is off 2012-12-29 09:48:46 +08:00
raven02 e407ec4314 User define linear filtering 2012-12-29 00:39:46 +08:00
Henrik Rydgard 8c267b0105 Didn't mean to remove these calls 2012-12-22 00:38:17 +01:00
Henrik Rydgard e42af096c8 Merge 2012-12-21 23:43:48 +01:00
Henrik Rydgard 6b3ac02dae Now not flushing at every drawcall by mistake... 2012-12-21 22:52:09 +01:00
Henrik Rydgard d663e28bde More work and optimization. Still not quite there. 2012-12-21 21:49:09 +01:00
Henrik Rydgard d4cc0bada7 Revert broken optimization in TextureCache (there are still memory savings to be had though) 2012-12-01 10:17:33 +01:00
Henrik Rydgard aa04eaec31 TextureCache: Cleanup, memory savings 2012-11-30 22:32:50 +01:00
Henrik Rydgard 37f28ab4eb Buildfix (?) 2012-11-28 17:09:19 +01:00
Henrik Rydgard 7a7548a70f Warning fixes etc 2012-11-28 16:20:38 +01:00
Henrik Rydgard 5fb8e6dfb0 DXT textures now mostly working-ish (work left to do on alpha for DXT3/5) 2012-11-28 16:12:29 +01:00
Henrik Rydgard 870ea6628b Reasonably correct viewport handling. Optional debug stats overlay (not always 100% working). 2012-11-26 17:35:08 +01:00
Sacha 3c903dda24 Improve portability to future platforms. Make use of new USING_GLES2 define throughout PPSSPP. Also use ARM definition where suitable. Remove some redundancy with includes. 2012-11-26 13:25:14 +10:00
Henrik Rydgard 1a7ca88df4 Fix some black textures 2012-11-26 01:21:14 +01:00
Henrik Rydgard d0f829353d Support FIXA and FIXB blend factors as well as possible. 2012-11-25 15:49:37 +01:00
Unknown W. Brackets 8971ff7e99 Don't log texture cache evictions. 2012-11-24 11:00:29 -08:00
Unknown W. Brackets 11868f26a9 Cache textures based on more parameters.
This makes Tales of Eternia run much faster.
2012-11-24 10:58:10 -08:00
Unknown W. Brackets 8e09869ac2 Invalidate the texcache without restarting loop. 2012-11-24 10:43:16 -08:00
Henrik Rydgard b964516669 Fix clear mode, turn Alpha Test back on 2012-11-23 12:43:31 +01:00
Henrik Rydgard d141d205f8 Delete old textures, to prevent memory usage from growing indefinitely. 2012-11-22 23:07:15 +01:00
Henrik Rydgard d572d40c36 More warning fixing 2012-11-18 23:35:02 +01:00