Do not compress textures lower than 4x4.
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@@ -911,7 +911,7 @@ flushCache(void)
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{
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flushGlRenderState();
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glUniform4fv(U(u_matColor), 1, (GLfloat*)&matColorCache);
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glUniform4fv(U(u_matColor), 1, &matColorCache.red);
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glUniform4fv(U(u_surfProps), 1, surfPropsCache);
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// TODO: this is probably a stupid way to do it without UBOs
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@@ -947,7 +947,7 @@ flushCache(void)
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uniformState.fogDisable = rwStateCache.fogEnable ? 0.0f : 1.0f;
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uniformState.fogStart = rwStateCache.fogStart;
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uniformState.fogEnd = rwStateCache.fogEnd;
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uniformState.fogRange = 1.0f/(rwStateCache.fogStart - rwStateCache.fogEnd);
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uniformState.fogRange = 1.0f / (rwStateCache.fogStart - rwStateCache.fogEnd);
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//if(uniformStateDirty[RWGL_ALPHAFUNC] || uniformStateDirty[RWGL_ALPHAREF]){
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switch(alphaFunc){
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+17
-10
@@ -65,7 +65,8 @@ rasterCreateTexture(Raster *raster)
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#endif
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#ifndef PSP2_NO_DXT_TEXTURES
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natras->internalFormat = natras->hasAlpha ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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if (raster->width >= 4 && raster->height >= 4)
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natras->internalFormat = natras->hasAlpha ? GL_COMPRESSED_RGBA_S3TC_DXT5_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
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#endif
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raster->stride = raster->width*natras->bpp;
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@@ -125,10 +126,6 @@ rasterCreateCameraTexture(Raster *raster)
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natras->bpp = 3;
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#endif
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//#ifndef PSP2_NO_DXT_TEXTURES
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// natras->internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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//#endif
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raster->stride = raster->width*natras->bpp;
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glGenTextures(1, &natras->texid);
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@@ -288,11 +285,18 @@ rasterLock(Raster *raster, int32 level, int32 lockMode)
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uint32_t internal_stride = ALIGN(raster->width, 8) * natras->bpp;
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while (y < raster->height) {
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memcpy_neon(px, p, raster->stride);
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px += internal_stride;
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p += internal_stride;
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y++;
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}
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#else
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memcpy_neon(px, p, natras->hasAlpha ? (raster->width * raster->height) : (raster->width * raster->height / 2));
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if (raster->width < 4 || raster->height < 4) {
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uint32_t internal_stride = ALIGN(raster->width, 8) * natras->bpp;
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while (y < raster->height) {
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memcpy_neon(px, p, raster->stride);
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p += internal_stride;
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y++;
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}
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} else memcpy_neon(px, p, natras->hasAlpha ? (raster->width * raster->height) : (raster->width * raster->height / 2));
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#endif
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bindTexture(prev);
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}
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@@ -564,9 +568,11 @@ getLevelSize(Raster *raster, int32 level)
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{
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Gl3Raster *natras = PLUGINOFFSET(Gl3Raster, raster, nativeRasterOffset);
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#ifdef PSP2_NO_DXT_TEXTURES
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uint32 size = raster->stride*raster->height;
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uint32 size = raster->stride * raster->height;
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#else
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uint32 size = natras->hasAlpha ? (raster->width*raster->height) : (raster->width*raster->height / 2);
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uint32 size;
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if (raster->width < 4 || raster->height < 4) size = raster->stride * raster->height;
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else size = natras->hasAlpha ? (raster->width*raster->height) : (raster->width*raster->height / 2);
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#endif
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while(level--)
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size /= 4;
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@@ -617,7 +623,8 @@ readNativeTexture(Stream *stream)
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#ifdef PSP2_NO_DXT_TEXTURES
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data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
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#else
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data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH|Raster::LOCKRAW);
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if (raster->width < 4 || raster->height < 4) data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH);
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else data = raster->lock(i, Raster::LOCKWRITE|Raster::LOCKNOFETCH|Raster::LOCKRAW);
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#endif
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stream->read8(data, size);
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raster->unlock(i);
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