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path: root/Source/Core/VideoCommon/TextureCacheBase.cpp
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2015-01-27Merge pull request #1948 from magumagu/remove-efb-cacheMarkus Wick
Remove EFB to RAM cache, and simplify code.
2015-01-24TexCache: Rewrite the texID generation for paletted texturesdegasus
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.
2015-01-23Remove EFB to RAM cache, and simplify code.magumagu
2015-01-21CustomTexture: Mark textures with mipmapsdegasus
2015-01-21CustomTexture: Use another file name with wildcardsdegasus
2015-01-21Merge pull request #1916 from mimimi085181/masterRyan Houdek
Make efb to texture less broken for paletted textures that are efb copies
2015-01-19Make efb to texture less broken for paletted textures that are efb copiesmimimi085181
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.
2015-01-18TexCache: don't try to aggressive reuse the entrydegasus
As we pool them now, freeing and reallocating them is quite fast.
2015-01-18TexCache: use an unordered_multimap for the tex pooldegasus
2015-01-18TexCache: also incude textures within the render target pooldegasus
2015-01-18TexCache: merge texture and rendertarget factory functiondegasus
2015-01-18TexCache: remove PC_TexFormatdegasus
We only support rgba32 for a while now, so there is no need to have everything in common configureable.
2015-01-17Fix another small bug with the efb2ram cachemimimi085181
Textures that are directly next to each other were falsely detected as overlapping.
2015-01-11TexCache: recreate the entry on level missmatchdegasus
2015-01-11TexCache: Choose texture based on mipmap countdegasus
2015-01-11TexCache: rewrite level calculationdegasus
2015-01-11TexCache: create a const Config structdegasus
2015-01-11TexCache: cleanup max texture leveldegasus
2015-01-11TextureCache: inline arguments into texture cachedegasus
2015-01-11TexCache: use c++11 syntax for std::map::erasedegasus
2015-01-11TexCache: clean up frameCount handlingdegasus
2015-01-11TexCache: unify global variablesdegasus
2015-01-11TexCache: rename OverlapsMemoryRangedegasus
2015-01-11TexCache: don't invalidate efb copys because of config changesdegasus
We'll loose data on invalidating them. So just keep them until a new copy is done. A wrong scaled copy is better than no copy if the game doesn't creates a new one.
2015-01-10TexCache: remove expanded_widthdegasus
This variable isn't use any more.
2015-01-10TexCache: don't load tex level 0 on creationdegasus
This reverts an optimization which isn't worth imo. Every texture uploads have to alloc vram and a staging buffer, so there is no need to do both in the same call.
2015-01-08Merge pull request #1785 from degasus/custom_textureMarkus Wick
VideoCommon: Custom texture handling
2015-01-07Fix indentationTillmann Karras
2014-12-29VideoCommon: make hash independet from hires texturesdegasus
2014-12-29VideoCommon: Merge code to generate texture names on dumpingdegasus
2014-12-29VideoCommon: rewrite custom texturesdegasus
2014-12-24VideoConfig: Rename "StereoMonoEFBDepth" to "StereoEFBMonoDepth"Jules Blok
Makes a little bit more sense.
2014-11-29VideoCommon: Fix -Wsign-compare warnings.Rohit Nirmal
2014-11-23TextureCache: Add "Mono EFB Depth Copy" stereoscopy option.Jules Blok
2014-11-23TextureCache: Ensure that all render target textures have as many layers as ↵Jules Blok
the frame buffer. Also fixes a case where the D3D code path did not initialize num_layers leading to undefined behaviour.
2014-11-23TextureCache: Recompile EFB2Tex shaders when stereo 3D is toggled.Jules Blok
2014-11-23Cosmetics.Jules Blok
2014-11-23TextureCache: Check the number of layers before reusing a texture.Jules Blok
2014-11-12D3D: fix issues with multi-level 1x1 textures on D3DFiora
Fixes NBA 2K11, maybe other things.
2014-10-02Change a bunch of reference function arguments to pointers.comex
Per the coding style and sanity.
2014-09-04TextureDecoder: Pass the TLUT address straight into the texture decoderJasper St. Pierre
This removes the requirement for the TextureDecoder to have access to global texture memory.
2014-09-04TextureDecoder: Add an enum for the TLUT formatsJasper St. Pierre
Quick code cleanup. The enum names and values come from libogc.
2014-09-04VideoCommon: Remove support for decoding to ARGB texturesJasper St. Pierre
The D3D / OGL backends only ever used RGBA textures, and the Software backend uses its own custom code for sampling. The ARGB path seems to just be dead code. Since ARGB and RGBA formats are similar, I don't think this will make the code more difficult to read or unable to be used as reference. Somebody who wants to use this code to output ARGB can simply modify the MakeRGBA function to put the shift at the other end.
2014-09-04Render: Implemented simple render target poolYuriy O'Donnell
This avoids creating and destroying render targets every frame, which is a significant CPU overhead. Old render targets are destroyed after 3 frames.
2014-08-30VideoCommon: Clean up brace placementsLioncash
2014-07-11avoid the extern keyword in .cpp filesdegasus
2014-07-11mark all local variables as staticdegasus
2014-06-18Kill off replaceable usages of s[n]printf.Lioncash
2014-05-29Remove the min/max functions in CommonFuncs.Lioncash
The algorithm header has the same functions.
2014-03-29Remove all trailing whitespaces from our codebase.Pierre Bourdon