Commit Graph

2434 Commits

Author SHA1 Message Date
51990fcdfa TexCache: Rewrite the texID generation for paletted textures
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
CustomTexture: new name format
2015-01-23 00:43:39 +11:00
0a9257ad37 Cleaned up whitespace
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
VideoCommon: xxhash
2015-01-21 14:19:35 -06:00
80e6367e46 Merge pull request #1869 from Stevoisiak/GeneralConsistency
Minor consistency changes
2015-01-21 13:46:53 -06:00
50d495b581 Merge pull request #1916 from mimimi085181/master
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
Fix the Post Processing shader configuration dialog.
2015-01-21 13:29:01 -06:00
402fb4bd20 xxhash: Add cmake + VS files
Based on riking's PR.
2015-01-21 07:35:34 +01:00
d348bfea46 Fix the Post Processing shader configuration dialog.
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
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
D3D: Fix Dolphin immediately exiting exclusive fullscreen.
2015-01-19 23:29:43 +01:00
332d5888eb VideoConfig: Add exclusive mode flag.
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
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
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
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
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
Suggestions by @degasus and @FioraAeterna.
2015-01-18 13:31:28 +01:00
dc01e261d1 VertexLoaderX64: fix duplicate register allocation
Thanks to @shuffle2 for noticing this.
2015-01-18 13:30:21 +01:00
f5545477e3 VertexLoaderX64: suggestions by @magumagu
- 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
Textures that are directly next to each other were falsely detected as overlapping.
2015-01-17 19:10:00 +01:00