Commit Graph

328 Commits

Author SHA1 Message Date
Unknown W. Brackets 347eb253dc Oops, will crash if we remove the end? 2013-02-25 14:04:47 -08:00
Unknown W. Brackets 64c42ffaf2 Fix some warnings generated by clang. 2013-02-24 10:23:31 -08:00
Henrik Rydgard 28979e9250 Some work toward better FBO handling. Fixes some things, breaks some things.. 2013-02-21 21:37:19 +01:00
Unknown W. Brackets d8b1ea22f5 Cleanup some warnings and reuse some vars. 2013-02-18 08:34:51 -08:00
Xele02 2a6af9b8a3 Add displayList debug dialog 2013-02-17 01:28:43 +01:00
Henrik Rydgard 2301a3b49e Flip texcoord vertically when texturing from FBO to compensate for OpenGL coordinate systems 2013-02-15 00:31:39 +01:00
Henrik Rydgard 5ace14dd30 Log level adjustments 2013-02-12 22:09:40 +01:00
Henrik Rydgard 0982a29293 Some texturecache code cleanup. Fix missing DIRTY_AMBIENT.
The latter fixes the blinking caustics in the tunnel in Vineta K in Wipeout Pure.
And surely other things.
2013-02-12 21:01:53 +01:00
Henrik Rydgard 6965b82c62 Set lastBoundTexture when creating a new one. 2013-02-12 20:12:08 +01:00
Henrik Rydgard 174b9749d7 Minor speedup to 16-bit texture color conversion. 2013-02-12 19:17:38 +01:00
Unknown W. Brackets 8e51ce1beb Check the entire texture again, fixes wrong tex.
Not sure why, but only on Android.  Also faster on Windows.
2013-02-12 07:55:44 -08:00
Henrik Rydgard f0c632131e Flush the draw buffer less. Default aniso to 0 on mobile, 8 on PC/the rest. 2013-02-11 19:03:11 +01:00
raven02 66417155c9 Add option to set AnisotropyLevel , default 4 2013-02-11 21:03:53 +08:00
Unknown W. Brackets b9f61a9cf3 Don't blacklist an invalidated texture forever. 2013-02-10 23:29:44 -08:00
Unknown W. Brackets 7b9e90d434 OpenGL ES 2 buildfix again.
Sorry.
2013-02-10 18:20:34 -08:00
Unknown W. Brackets 4807a0b886 OpenGL ES2 buildfix.
Darn it.
2013-02-10 18:16:11 -08:00
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