A few tweaks to fix issues I've been having with Tales of Symphonia in
safe texture mode. One, don't hash the palette when it doesn't matter; including it completely kills performance in the map mode, and I'm pretty sure it's because the palette points to essentially random memory. Two, include the address in the hash seed; this helps with an issue related to the EFB and the main menu. Hopefully, these changes together don't cause any regressions. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1878 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -229,14 +229,11 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
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u8 *ptr = g_VideoInitialize.pGetMemoryPointer(address);
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u32 hash_value;
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// Needed for texture format using tlut.
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u32 hashseed;
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//if ( (format == GX_TF_C4) || (format == GX_TF_C8) || (format == GX_TF_C14X2) )
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u32 hashseed = address;
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if ( (format == GX_TF_C4) || (format == GX_TF_C8) || (format == GX_TF_C14X2) )
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// tlut size mask can be up to 0x3FFF (GX_TF_C14X2) but Safer == Slower.
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//hashseed = TexDecoder_GetTlutHash(&texMem[tlutaddr], TexDecoder_GetPaletteSize(format)&0x7FFF);
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hashseed = TexDecoder_GetTlutHash(texMem + tlutaddr, 32);
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//else
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// hashseed = address;
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hashseed += TexDecoder_GetTlutHash(texMem + tlutaddr, 32);
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int bs = TexDecoder_GetBlockWidthInTexels(format) - 1;
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int expandedWidth = (width + bs) & (~bs);
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