The code that gets ran by each branch differs enough that just moving them into openNew() & openExisting() is more beneficial. Removes the unnecessary runtime boolean check.
This change didn't need to be done as the th and tw are sized based on the actual sizes anyway, if these are wrong, the software renderer can crash when trying to draw out of bounds, so this needs to stay as it is.
- Replacement textures now show in HC usage to give a clearer picture
of VRAM usage.
- Fixed crashes when loading compressed and mipmapped DDS textures.
- Fixed compressed mipmapped textures in Direct3D 12.
- Fixed GPU crashes in D3D11/D3D12/Vulkan when compressed textures went
down the last 1x1 mipmap level.
The gamefix works well for NTSC, but I had added blit to every version of resident evil doing wrong fixes which were meant for Silent Hill 4 and forget this part where it only gives 10 FPS instead of more.
Allow to run free sw blend with no texture barriers, more speed for all renderers.
CLAMP 1, negative result will be clamped to 0.
Condition 1:
(0 - Cs)*Alpha + 0, (0 - Cd)*Alpha + 0
Condition 2:
Alpha is either As or F higher than 1.0f
(0 - Cd)*Alpha + Cd, (0 - Cs)*F + Cs
Instead of immediately failing the allocation, flush the texture pool,
and execute/wait for the command buffer. This will clear out any
textures which have already been freed, and the storage can be reused
for.
- Thrillville + Thrillville Off The Rails: Mad TFF / deinterlace 8 to stop shaking the whole game
- Forgotten Realm Demon Stone: Get rid of more blur
- ATV Offroad Fury 3: MTVU disabled which was an odd find to improve FPS
- Crimson Tears: Wild arms + Full Sprite for reducing bloom misalignment + note that Blending TFF might be better especialy when you use Software.
- Final Fantasy X: Texture in Rt for fixing endgame summons like Anima and The Magus Sisters
- No One Lives Forever: Mipmap full + trilinear + full blending needed to fix lighting