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Refactor some of texcache for clut render changes #8379

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merged 3 commits into from
Jan 4, 2016

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unknownbrackets
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This does a few things:

  1. Moves the scaleFactor check to once per frame; this way we don't have g_Config.iTexScalingLevel == 1 checks that are wrong in some auto modes.
  2. Corrects render-to-texture in d3d9, which it turns out I broke entirely in Split texture application into two phases #7870 (depth was out of range.)
  3. Refactors out the shading of a separate texture, so the same code can be reused for indexing. No benefits yet, but it works and will reduce the size and complexity of Process rendered CLUTs on the GPU #8246.

Was good that I refactored this as it made me realize change 2 above was needed. Was really confusing me why d3d9 didn't work, because I had the assumption that depal was working.

-[Unknown]

This way, for auto, we can properly treat it like scaleFactor = 1 when the
resolution is small.
Broken by a copy/paste mistake in hrydgard#7870 form OpenGL.
This allows it to be reused between depal and indexed textures (second not
implemented yet.)
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hrydgard commented Jan 4, 2016

This ShaderApplier might be nice if we implement on-GPU texture upscaling as well.

hrydgard added a commit that referenced this pull request Jan 4, 2016
Refactor some of texcache for clut render changes
@hrydgard hrydgard merged commit d4ad1a6 into hrydgard:master Jan 4, 2016
@unknownbrackets unknownbrackets deleted the clut-render-prep branch January 4, 2016 14:47
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2 participants