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OGL: support palette texture decoding #2085
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} | ||
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TextureCache::~TextureCache() | ||
{ | ||
DeleteShaders(); | ||
delete s_palette_stream_buffer; | ||
s_palette_stream_buffer = nullptr; | ||
glDeleteTextures(1, &s_palette_resolv_texture); |
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{ | ||
// TODO: Implement. | ||
return; | ||
g_renderer->ResetAPIState(); |
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LGTM 👍 |
@@ -465,6 +465,7 @@ Renderer::Renderer() | |||
g_Config.backend_info.bSupportsBBox = GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"); | |||
g_Config.backend_info.bSupportsGSInstancing = GLExtensions::Supports("GL_ARB_gpu_shader5"); | |||
g_Config.backend_info.bSupportsGeometryShaders = GLExtensions::Version() >= 320; | |||
g_Config.backend_info.bSupportsPaletteConversion = GLExtensions::Supports("GL_ARB_texture_buffer_object"); |
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I'm assuming @degasus will fix it on GLES before considering to get this merged. |
Android is using the default gameinis too? Those are made taking a compatibility approach and in regard to pc hardware, in android i think compatibility via settings is the least of the worries when most games are unplayable due to speed restrictions even with the fastest settings. |
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This PR is ready imo, so reviews are welcome ;D |
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👍 |
@@ -140,7 +140,7 @@ static void InitBackendInfo() | |||
g_Config.backend_info.bSupportsGeometryShaders = true; | |||
g_Config.backend_info.bSupports3DVision = false; | |||
g_Config.backend_info.bSupportsPostProcessing = true; | |||
g_Config.backend_info.bSupportsPaletteConversion = false; | |||
//g_Config.backend_info.bSupportsPaletteConversion = true; // is GPU dependent and must be set in renderer |
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HdkR> I'm fine with it |
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OGL: support palette texture decoding
What a win for Simpsons and Twilight Princess. |
FifoCI detected that this change impacts graphical rendering. Here are the behavior differences detected by the system:
automated-fifoci-reporter |
No description provided.