raven02
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c0e8893560
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Another attempt to sizing framebuffer based on fmt
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2013-11-07 10:56:41 +08:00 |
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Henrik Rydgard
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64bdb5e21d
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Tiny optimization (32-bit) in GLES_GPU::FastRunLoop
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2013-11-07 01:34:43 +01:00 |
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Unknown W. Brackets
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34398b7d0c
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Avoid literal loads in the arm vertexjit.
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2013-11-06 08:45:00 -08:00 |
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Unknown W. Brackets
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78400fd460
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Avoid some dereferencing in gpu FastRunLoop.
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2013-11-06 07:50:16 -08:00 |
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Henrik Rydgård
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51995a3d43
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Vtx dec: After generating ARM, remember to flush the icache.
Will hopefully fix the random crashes in #4461.
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2013-11-06 16:14:40 +01:00 |
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Henrik Rydgård
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e3f6f25390
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Buildfix for non-Windows non-ARM
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2013-11-06 13:54:26 +01:00 |
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Henrik Rydgård
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ea9da85bdb
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Missed one possible unaligned access
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2013-11-06 13:14:49 +01:00 |
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Henrik Rydgård
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b3fdfc01c8
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ARM vtx dec: Avoid all unaligned accesses entirely.
Seeing so much contradictory information on the support and performance
of these.
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2013-11-06 12:17:41 +01:00 |
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Henrik Rydgård
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1e158fa652
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ARM vtx dec: Preserving our FP scratch register appears to improve
stability.
Also added some logging.
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2013-11-06 11:47:26 +01:00 |
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Henrik Rydgård
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b19d41f9a8
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Now that LDRH works, use it where appropriate
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2013-11-06 10:51:21 +01:00 |
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Henrik Rydgard
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0eb3d79de9
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x86 VertexDecoder jit: Fix typo in 16-bit weight decoder. May fix crashes.
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2013-11-05 21:06:43 +01:00 |
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Henrik Rydgård
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a03e5c6de0
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Merge pull request #4460 from hrydgard/vertex-decoder-jit
Vertex decoder JIT
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2013-11-05 07:30:58 -08:00 |
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Henrik Rydgård
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7bf8a4dc5e
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We need to use a signed VCVT to float in PosS*Through
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2013-11-05 12:17:18 +01:00 |
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Unknown W. Brackets
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c7edf73cdb
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Small optimizations to the vertexjit.
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2013-11-05 00:32:08 -08:00 |
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Unknown W. Brackets
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f6662054bd
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Fix arm emitter bug in LDRH and friends.
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2013-11-05 00:32:08 -08:00 |
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Unknown W. Brackets
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e435b81281
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Optimize IndexGenerator::AddPrim() funcs for MSVC.
Reduces profile from ~5.4% to ~1.6% (with vertex cache off) in
Senjou no Valkyria 3. Similar to the TranslatePrim() funcs.
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2013-11-04 22:49:28 -08:00 |
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Henrik Rydgård
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9113c584f1
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Merge pull request #4399 from raven02/patch-11
Attempt to go back to the earliest logic of finding a matching framebuffer
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2013-11-04 04:43:34 -08:00 |
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Henrik Rydgård
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5886ccffdc
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Merge pull request #4441 from unknownbrackets/vertex-decoder-jit
Force 5 byte jumps to avoid jump target issues (vertex jit, x86)
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2013-11-04 01:25:40 -08:00 |
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Unknown W. Brackets
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06194ac261
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Add 5551 conversion to the arm vertexjit.
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2013-11-04 00:47:05 -08:00 |
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Unknown W. Brackets
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16dcf807a8
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Add 565 conversion to arm vertexjit.
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2013-11-03 21:58:26 -08:00 |
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Unknown W. Brackets
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ab17d659cf
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Implement 4444 conversion in arm vertexjit.
Seems to help Dissidia a bit.
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2013-11-03 21:58:26 -08:00 |
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Unknown W. Brackets
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bfda36efff
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Don't subtract nrmoff in arm vertexjit.
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2013-11-03 21:57:55 -08:00 |
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Unknown W. Brackets
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a1fa65f631
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Stupid typos, broke 4444 and 565.
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2013-11-03 18:43:24 -08:00 |
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Unknown W. Brackets
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d5337edf1f
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Force 5 byte jumps to avoid jump target issues.
Some with 16-bit colors were too far.
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2013-11-03 17:17:04 -08:00 |
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Unknown W. Brackets
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aece4fd580
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16-bit colors in vertex jit for x86.
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2013-11-03 15:04:47 -08:00 |
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Henrik Rydgard
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f0fd7679ce
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Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
Other minor changes and fixes.
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2013-11-03 20:15:42 +01:00 |
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Unknown W. Brackets
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64e977db08
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Improve the non-NEON tex hash path on ARM.
This generates better looking disassembly, though a small change.
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2013-11-03 07:43:10 -08:00 |
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Henrik Rydgard
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810b1a061f
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Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
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2013-11-03 15:27:12 +01:00 |
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Unknown W. Brackets
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e33b7fa1a4
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iOS buildfix.
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2013-11-03 01:08:48 -08:00 |
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Sacha
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5613b86864
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Use NEON texture decoder on Blackberry and iOS. Use ARMV7 defines.
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2013-11-03 15:59:10 +10:00 |
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Unknown W. Brackets
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ed1204a10f
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Android armv6/etc. buildfix.
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2013-11-02 10:14:25 -07:00 |
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Henrik Rydgård
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e12894a420
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Merge pull request #4407 from unknownbrackets/texcache
Add a NEON version of the tex hash.
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2013-11-02 07:41:39 -07:00 |
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Henrik Rydgard
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58860158df
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Turn off the UNPACK optimization when texture scaling is on. Fixes #4408
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2013-11-02 15:23:35 +01:00 |
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Henrik Rydgård
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4d3e57d6eb
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Move normal reversion into the vertex shader instead of the decoder.
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2013-11-02 11:05:31 +01:00 |
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Unknown W. Brackets
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4d47ccd5df
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Add a NEON version of the tex hash.
Should be used only for NEON devices. Currently only compiled on Android.
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2013-11-02 02:09:54 -07:00 |
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Henrik Rydgård
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1347c3b019
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Merge pull request #4387 from hrydgard/unpack_subimage
Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
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2013-11-01 12:02:50 -07:00 |
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Henrik Rydgard
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a3a1395fc0
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No need to set PACK parameters when we UNPACK
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2013-11-01 19:56:06 +01:00 |
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Henrik Rydgard
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1fb7cdfcd2
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Remove redundant call to ConvertColors, skip a copy when possible
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2013-11-01 19:38:53 +01:00 |
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Henrik Rydgard
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5de7bb2e2d
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Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
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2013-11-01 19:38:52 +01:00 |
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raven02
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5b228d5fe4
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Attempt to go back to thevery original finding a matching framebuffer logic
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2013-11-01 22:00:34 +08:00 |
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Unknown W. Brackets
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1ee83935cb
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Correct texcache alignment check.
Oops.
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2013-10-31 23:37:05 -07:00 |
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Unknown W. Brackets
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dc8902dbff
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Cut down on color conversion instructions (x86.)
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2013-10-31 23:29:18 -07:00 |
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Unknown W. Brackets
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96256f43e9
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Make sure clut memory is aligned.
For SSE color conversion, etc.
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2013-10-31 23:29:17 -07:00 |
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Unknown W. Brackets
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f42cd11ddb
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Speed up color conversion using SSE.
Probably not the very most optimal implementation, but faster and SSE2.
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2013-10-31 23:29:17 -07:00 |
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Unknown W. Brackets
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82761de992
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Improve the texture cache hash on x86.
It's a bit less weak now, but still not strong. Still fairly fast, it
seems like.
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2013-10-31 23:29:16 -07:00 |
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Henrik Rydgard
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b9c908ba3f
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Update post-processing shaders to work again after removing u_viewproj.
Initialize some uninitialized variables.
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2013-10-31 00:07:55 +01:00 |
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Henrik Rydgård
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70e4214e2e
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Add comment with a link to an important github thread
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2013-10-30 23:08:03 +01:00 |
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Henrik Rydgård
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07a868910e
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Add a temporary hack option that may help debugging the wipeout glow.
It reduces the glow problem by a lot but is obviously incorrect.
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2013-10-30 22:47:36 +01:00 |
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Henrik Rydgård
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357b133ff6
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No need to dirty the PROJ_THROUGH when only the proj matrix is being
changed.
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2013-10-30 22:47:36 +01:00 |
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Henrik Rydgård
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7e27bd9dc9
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Framebuffer draws: Get rid of the u_viewproj uniform matrix.
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2013-10-30 22:47:36 +01:00 |
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