Unknown W. Brackets
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06e954fe2a
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samplerjit: Create a separate fetch func.
This allows nearest to become more similar to linear, where it applies the
texture function.
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2022-01-01 16:58:04 -08:00 |
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Unknown W. Brackets
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3bc6009158
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samplerjit: Refactor sampler ID calculation.
Make it the same as pixel func IDs.
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2022-01-01 16:58:04 -08:00 |
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Unknown W. Brackets
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154bb53744
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softgpu: Correct accuracy on fast path modulate.
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2021-12-05 13:10:18 -08:00 |
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Unknown W. Brackets
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823c4adb15
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softgpu: Keep arguments in vectors for sampling.
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2021-12-04 15:45:06 -08:00 |
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Unknown W. Brackets
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96a7554053
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sofjit: Move common types to reg cache header.
This makes it easier to use vectors elsewhere.
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2021-11-28 08:03:15 -08:00 |
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Unknown W. Brackets
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91787e63d9
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softjit: Switch to the __vectorcall convention.
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2021-11-26 08:21:11 -08:00 |
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Unknown W. Brackets
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876c8cd368
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softgpu: Fix PixelFuncID size.
Oops, can't use unions in bitfields. Also improve typesafety.
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2021-11-21 09:40:13 -08:00 |
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Unknown W. Brackets
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09dc38080a
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softgpu: Move draw pixel code to separate file.
This separates things better anyway. No major perf impact.
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2021-11-21 08:23:32 -08:00 |
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Unknown W. Brackets
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26378f9c89
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softgpu: Specialize sprite based on pixel func ID.
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2021-11-20 15:27:04 -08:00 |
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Unknown W. Brackets
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f7a31c992d
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softgpu: Use pixel func ID to draw pixels.
This just reduces reliance on gstate directly, and should help keep things
consistent.
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2021-11-20 15:27:04 -08:00 |
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Unknown W. Brackets
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babd63c644
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softgpu: Tune thread minimums better.
Darkstalkers seems more sensitive to these than many other games, this
improves performance more.
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2021-11-14 18:44:30 -08:00 |
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Unknown W. Brackets
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2ab7499d8d
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softgpu: Combine sliced rectangles.
This mostly affects clears, and reduces overhead. Only about 2%
improvement, but it's a small change.
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2021-11-14 18:31:46 -08:00 |
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Unknown W. Brackets
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fb6fadbbb7
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softgpu: Fast path rectangles as fans.
Some games, such as Legend of Heroes III, use fans instead of strips.
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2021-11-14 18:31:45 -08:00 |
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Unknown W. Brackets
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09a9927b82
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softgpu: Use range loops for sprite fast path.
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2021-11-14 18:31:45 -08:00 |
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Unknown W. Brackets
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55cde6bd6a
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softgpu: Check flat z in fast path.
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2021-11-14 12:27:39 -08:00 |
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Unknown W. Brackets
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361c8f966c
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softgpu: Fast path triangles without textures.
The fast path may still be useful in this case.
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2021-11-14 12:27:39 -08:00 |
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Unknown W. Brackets
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b1009f70f9
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softgpu: Allow end coordinate at bounds.
Oops, was excluding some valid usage that wouldn't wrap.
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2021-09-30 06:33:25 -07:00 |
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Unknown W. Brackets
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953916a842
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softgpu: Avoid fast path for clamp/wrap cases.
It doesn't clamp or wrap, and those are uncommon for the fast path.
Fixes #14951.
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2021-09-29 19:19:21 -07:00 |
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Unknown W. Brackets
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b5ba469826
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softgpu: Prevent pixel gaps when drawing sprites.
If you end a sprite at 255.9, it draws the pixel at 255. This uses the
same logic to handle that as in the triangle path.
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2021-09-06 22:05:39 -07:00 |
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Unknown W. Brackets
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8a8328c431
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Common: Move ColorConv to a more appropriate place.
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2021-05-01 11:20:05 -07:00 |
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Unknown W. Brackets
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5e3579a780
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SoftGPU: Fix sprite provoking vertex in fast path.
It was right everywhere else.
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2021-01-16 20:13:16 -08:00 |
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Henrik Rydgård
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821817e6d4
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Move the profiler to Common
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2020-10-04 11:42:16 +02:00 |
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Henrik Rydgård
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3162f30158
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Merge base/basictypes.h into Common/Common.h (mostly).
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2020-09-29 15:51:51 +02:00 |
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Henrik Rydgård
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60a6bf6d43
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Optimize the DarkStalkers software rendering path a little more.
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2020-09-12 16:10:17 +02:00 |
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Unknown W. Brackets
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5fae2171cc
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softgpu: Correct cull handling for sprites.
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2020-09-08 16:29:45 -07:00 |
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Henrik Rydgård
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defa8aa480
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DarkStalkers: Handle the "normal" screen stretch too, not just "wide", to avoid a surprising performance drop.
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2020-05-24 16:53:44 +02:00 |
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Unknown W. Brackets
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f1dfb25427
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softgpu: Correct clear/solid rect BR corner.
The scissor is inclusive, not exclusive.
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2020-03-09 18:57:55 -07:00 |
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Henrik Rydgård
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970adfbcc9
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Isolate most of the softgpu specialization code to RasterizerRectangle.
See comments.
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2019-10-28 09:33:30 +01:00 |
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