51990fcdfa
TexCache: Rewrite the texID generation for paletted textures
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This changes the behavior if both texture are available. The old code did
try to load the modfied texID, the new code tries the unmodified texID first.
2015-01-24 13:58:20 +01:00
d27bd9d291
Merge pull request #1885 from degasus/custom_texture
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CustomTexture: new name format
2015-01-23 00:43:39 +11:00
0a9257ad37
Cleaned up whitespace
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Fixed Directional Attenuation (assumed, data was light dir vector already, but it was not!)
2015-01-21 22:30:41 -07:00
f475e367f2
Lighting Attenuation Fixes
2015-01-21 15:55:32 -07:00
7cf4dd63e4
CustomTexture: fix texture format
2015-01-21 23:33:42 +01:00
1d0557a5e6
CustomTexture: use xxhash
2015-01-21 21:47:18 +01:00
84c8645d22
CustomTexture: Convert old format automatically
2015-01-21 21:22:55 +01:00
f9ced4eb13
CustomTexture: also support the legacy format
2015-01-21 21:22:55 +01:00
62402efa6c
CustomTexture: Mark textures with mipmaps
2015-01-21 21:22:55 +01:00
ee9d05d67f
CustomTexture: Use another file name with wildcards
2015-01-21 21:22:55 +01:00
a353ead3cb
CustomTexture: Use always safe texture hash
2015-01-21 21:22:55 +01:00
eeaad06a07
CustomTexture: check for min/max index on paletted textures
2015-01-21 21:22:55 +01:00
1c62c2f935
Merge pull request #1924 from degasus/xxhash
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VideoCommon: xxhash
2015-01-21 14:19:35 -06:00
80e6367e46
Merge pull request #1869 from Stevoisiak/GeneralConsistency
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Minor consistency changes
2015-01-21 13:46:53 -06:00
50d495b581
Merge pull request #1916 from mimimi085181/master
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Make efb to texture less broken for paletted textures that are efb copies
2015-01-21 13:40:36 -06:00
7fba4856ce
Merge pull request #1931 from Sonicadvance1/Fix_PP_Config
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Fix the Post Processing shader configuration dialog.
2015-01-21 13:29:01 -06:00
402fb4bd20
xxhash: Add cmake + VS files
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Based on riking's PR.
2015-01-21 07:35:34 +01:00
d348bfea46
Fix the Post Processing shader configuration dialog.
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On locales that don't use period as a separator this would break us.
For vector values in a configuration, we use comma as a separator which causes the configuration to balloon to massive sizes due to never saving them
correctly. Loading would then break since it would load a million configuration options.
Fixes issue #7569 .
2015-01-20 16:40:46 -06:00
f40cd04a29
PixelShaderGen: Fix uninitialized variables.
2015-01-20 23:15:01 +01:00
1dcf49237b
VertexLoaderX64: support VAT.ByteDequant=0
2015-01-20 09:23:15 +01:00
46ab5d63d6
VertexLoader: never reset alpha in 8888 colors
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Fixes the opening menu of Xenoblade Chronicles.
2015-01-20 09:22:55 +01:00
80617ec6bd
VertexLoader: remove weird line
2015-01-20 01:53:52 +01:00
873902b4a3
VertexLoader: remove non-JIT SSE code
2015-01-20 01:51:07 +01:00
0d0f7ec662
Merge pull request #1894 from Armada651/exclusive-fix
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D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
332d5888eb
VideoConfig: Add exclusive mode flag.
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Allows the UI to easily check the current exclusive mode state.
This simplifies a few checks and prevents the user from ever getting stuck in fullscreen.
2015-01-19 22:55:21 +01:00
804341d4fe
VertexLoader: fix position offset bug
2015-01-19 17:38:40 +01:00
4b323096ec
VertexLoader_Position: remove old JIT ideas
2015-01-19 17:36:24 +01:00
7e64869185
Merge pull request #1887 from Tilka/vertex_loader_jit
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VertexLoader: rewrite x64 JIT
2015-01-18 19:48:14 -06:00
0d3343d093
Make efb to texture less broken for paletted textures that are efb copies
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Don't change the texID depending on the tlut_hash for paletted textures that are efb copies and don't have an entry in the cache for texID ^ tlut_hash. This makes those textures less broken when using efb to texture.
This is not really fixing those textures, but it's a step forward. The mini map in Twilight Princess for example is in grayscales with this and is more or less usable.
2015-01-19 01:31:41 +01:00
d3f49097c5
VertexLoaderX64: register symbol for code page
2015-01-18 23:20:44 +01:00
9f13a77799
TexCache: don't try to aggressive reuse the entry
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As we pool them now, freeing and reallocating them is quite fast.
2015-01-18 19:58:33 +01:00
8565f02699
TexCache: use an unordered_multimap for the tex pool
2015-01-18 19:58:33 +01:00
4639d3b1bc
TexCache: also incude textures within the render target pool
2015-01-18 19:47:48 +01:00
6cd6e6546f
TexCache: merge texture and rendertarget factory function
2015-01-18 19:47:48 +01:00
615ae9f106
TexCache: remove PC_TexFormat
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We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-18 19:47:48 +01:00
bc5cf10ad5
VertexLoaderX64: optimize color conversions
2015-01-18 17:47:18 +01:00
7d0cff05e9
VertexLoaderX64: make table lookup deterministic
2015-01-18 16:22:21 +01:00
1855d56f1a
VertexLoaderX64: fix a bunch of stuff
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Suggestions by @degasus and @FioraAeterna.
2015-01-18 13:31:28 +01:00
dc01e261d1
VertexLoaderX64: fix duplicate register allocation
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Thanks to @shuffle2 for noticing this.
2015-01-18 13:30:21 +01:00
f5545477e3
VertexLoaderX64: suggestions by @magumagu
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- avoid register merges
- avoid redundant MOV
2015-01-18 13:30:19 +01:00
b27ba3802e
VertexLoaderX64: implement pre-Haswell fallbacks
2015-01-18 13:29:34 +01:00
e82e9f97f5
VertexLoader: add new JIT
2015-01-18 13:29:34 +01:00
20ded4c1e5
VertexLoader: remove old JIT
2015-01-18 12:59:33 +01:00
bec30068a6
VertexLoader_TextCoord: reorder function list
2015-01-18 12:59:33 +01:00
d86957944a
VertexLoader_Color: clean up
2015-01-18 12:59:33 +01:00
6a26771cd5
VertexLoader_Normal: use shorter notation
2015-01-18 12:59:33 +01:00
20bc18cd5d
VertexLoaderManager: make it nicer to read
2015-01-18 12:59:33 +01:00
b0df4b08ec
VertexLoaderTester: fix a few problems
2015-01-18 12:59:33 +01:00
2cedc0034d
DataReader: turn WritePointer into GetPointer
2015-01-18 12:59:33 +01:00
96bcb09fb2
Fix another small bug with the efb2ram cache
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Textures that are directly next to each other were falsely detected as overlapping.
2015-01-17 19:10:00 +01:00