mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
First a bugfix:
fixed a misbehavior in the clear code that causes depth clear problems in reference hardware (Intel as example). add 6 parameters to optimize Safe Texture Cache: SafeTextureCacheColorSamples, SafeTextureCacheIndexedSamples, SafeTextureCacheTlutSamples: this 3 parameters gives the number of samples taken to calculate the final hash value, less samples = more speed, more samples = more accuracy if 0 is specified the hash is calculated using all the data in the texture. SafeTextureCacheColorMaxSize, SafeTextureCacheIndexedMaxSize, SafeTextureCacheTlutMaxSize: this parameters limits the amount of data used for the hash calculation, it could appear as redundant but in some games is better to make a full hash of the first bytes instead of some samples of all the texture. color, indexed, tlut : define the texture type, full color data, indexed, and the tlut memory. the parameters are available in the config , no GUI at this time, if the test are OK will add it to the GUI. if someone needs it will give more examples on how to configure the values for specific games. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5116 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -89,9 +89,8 @@ PC_TexFormat GetPC_TexFormat(int texformat, int tlutfmt);
|
||||
void TexDecoder_DecodeTexel(u8 *dst, const u8 *src, int s, int t, int imageWidth, int texformat, int tlutaddr, int tlutfmt);
|
||||
|
||||
|
||||
u64 TexDecoder_GetFullHash(const u8 *src, int len, u64 seed = 0);
|
||||
u64 TexDecoder_GetFastHash(const u8 *src, int len, u64 seed = 0);
|
||||
u32 TexDecoder_GetFullHash32(const u8 *src, int len, u32 seed = 0);
|
||||
u64 TexDecoder_GetHash64(const u8 *src, int len, u32 samples = 0);
|
||||
u32 TexDecoder_GetHash32(const u8 *src, int len, u32 samples = 0);
|
||||
|
||||
void TexDecoder_SetTexFmtOverlayOptions(bool enable, bool center);
|
||||
|
||||
|
Reference in New Issue
Block a user