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More flexible texture matching, bias matching by the bind sequence counters #15857
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7f16943
Framebuffer matching simplification
hrydgard 8251932
Stride fix in matching
hrydgard 705b34d
Show seqCount in candidate list
hrydgard b5f0e26
Pre-reject DXT formats, Misc
hrydgard 31773b4
Always attempt to match both depth and color
hrydgard fde3693
Remove restrictions on VRAM addresses for depth and color
hrydgard 76333f9
Bias towards the most recently written framebuffer
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I think we might want to swap these lines:
ppsspp/GPU/Common/FramebufferManagerCommon.cpp
Line 524 in 6cc8ca5
I'd prefer to give color slight preference if they were bound right next to each other (I realize you checked for the overlap case, but I think it's a general thing.)
Also, I wonder if we should be trying to bind a null texture on
!gstate_c.Supports(GPU_SUPPORTS_DEPTH_TEXTURE)rather than going to RAM... it feels potentially more consistent. Not sure.-[Unknown]
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Those lines will be separated (and in your preferred order) in #15858 :)
Yes, binding a null texture makes more sense, I'll do that.