Commit Graph

247 Commits

Author SHA1 Message Date
Unknown W. Brackets
ba77ad607e Erp, dumb typo. 2015-05-25 15:47:14 -07:00
Henrik Rydgård
43744b0239 Merge pull request #7741 from hrydgard/frame-profiler
Frame profiler overlay
2015-05-26 00:42:01 +02:00
Henrik Rydgard
0b2a1dfe53 Profile a few more scopes 2015-05-26 00:39:27 +02:00
Unknown W. Brackets
5d244229ba Silence a type conversion warning. 2015-05-25 10:07:05 -07:00
Unknown W. Brackets
f78acfb867 Cleanup a few things in SSE CheckAlpha. 2015-05-25 07:39:31 -07:00
Unknown W. Brackets
c75010931c Use SSE in CheckAlpha scanning. 2015-05-24 22:55:43 -07:00
Henrik Rydgard
26624709f7 Hook up the frame profiler to a few measurements 2015-05-24 23:45:36 +02:00
Unknown W. Brackets
4880c29a90 Use TextureDecoderNEON funcs statically on arm64.
Not sure if they were being used before (HAVE_ARMV7...?)
2015-05-23 11:30:05 -07:00
Henrik Rydgård
83182a0469 Merge pull request #7739 from hrydgard/screen-rotation
Implement basic screen rotation as requested in #297
2015-05-18 16:31:19 +02:00
Unknown W. Brackets
c6b55459b1 vertexjit: Skip soft skinning setup when morphing.
This makes x86 match arm.
2015-05-16 21:47:13 -07:00
Henrik Rydgard
95b6b50fd5 Disable screen rotation in non-buffered rendering (as it won't worK) 2015-05-12 22:44:18 +02:00
Henrik Rydgard
3f7830743a Implement basic screen rotation as requested in #297 . Does not work correctly in non-buffered rendering yet. 2015-05-12 21:01:15 +02:00
Henrik Rydgard
5d0d67140f Reverse Y when checking for rotated rects in Direct3D 9. Fixes #7738. 2015-05-12 20:01:04 +02:00
Unknown W. Brackets
b782165b6a Avoid some division. 2015-05-10 14:39:38 -07:00
Unknown W. Brackets
a090b5853f Process UV rotation even in full transform. 2015-05-10 14:17:20 -07:00
Unknown W. Brackets
c8fc9b0bf3 Cleanup some incorrect handling of clut offset. 2015-04-26 00:31:00 -07:00
Unknown W. Brackets
5b61c03b7f Avoid accidental sign ext for > 24 bit clut shift. 2015-04-26 00:26:24 -07:00
Unknown W. Brackets
5ee062c681 Try to optimize bezier color sampling. 2015-04-18 12:47:21 -07:00
Unknown W. Brackets
327ca4c96e Stub invalid vertex decoder colors to avoid crash.
These values are invalid, but before we'd call a null pointer if we hit
them.  Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
Henrik Rydgard
a9ff7c22fe Reject too-small spline patches. Might help #7690. 2015-04-17 08:33:05 +02:00
Henrik Rydgard
68893c763f Spline: Fix an unrelated kind-of-bug 2015-04-16 18:32:37 +02:00
Henrik Rydgard
6587f4de8f Spline: Fix #7684 by removing awful epsilons that "fixed" off-by-ones depending on vertex count because of fp rounding. 2015-04-16 18:32:13 +02:00
Henrik Rydgard
2e38762708 Spline: Add commented-out sanity check for debugging 2015-04-16 18:22:08 +02:00
Henrik Rydgard
b3305246a3 Spline: Not that it should matter, but move the patch_div clamping down after the subsampling 2015-04-16 18:18:49 +02:00
Henrik Rydgard
6bc9a525f8 Spline: remove n and m, confusing 2015-04-16 18:14:46 +02:00
Unknown W. Brackets
be7d1d1169 Add a bit of a hack for smaller framebuf memcpys.
Hopefully this doesn't false-positive in any other games.  Helps Valkyrie
Profile's battle entry effect.
2015-04-12 11:05:28 -07:00
Unknown W. Brackets
fa85229d3d Use a temporary for more code clarity.
Static analysis thinks there are typos here.  Temporary is clearer and
possibly faster depending on compiler intelligence.
2015-04-10 11:48:45 -07:00
Henrik Rydgard
a19ea78b4b Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
Henrik Rydgard
c2cf2bd97e Move some more color conversion functions to ColorConv 2015-04-08 22:52:47 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Henrik Rydgård
a67f009679 Merge pull request #7668 from hrydgard/consolidate-spline
Consolidate spline code
2015-04-08 22:20:55 +02:00
Henrik Rydgard
058499e5bf De-dupe the spline code 2015-04-08 21:44:54 +02:00
Henrik Rydgard
2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard
ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Unknown W. Brackets
10626e356d Avoid a potential divide by zero. 2015-04-08 11:57:59 -07:00
Henrik Rydgård
d0b35e88a2 No need to generate a zero register.. 2015-04-06 18:13:46 +02:00
Henrik Rydgård
a7b7fedc9f Cleaup. Add a missing vertex dec func. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
4bd95b0cb7 ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games.. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
459ba28655 ARM64: SW skinning runs without crashing but is broken. 2015-04-06 18:13:44 +02:00
Henrik Rydgård
f937b4b74b ARM64 vtxdec: Basic implementation of the 16-bit color formats 2015-04-06 18:13:43 +02:00
Henrik Rydgård
597595f279 ARM64: Start implementing soft-skinning. Disabled for now, needs work. 2015-04-06 18:13:43 +02:00
Henrik Rydgård
a710abb58b A bunch more vertex decoder funcs 2015-04-06 18:13:41 +02:00
Henrik Rydgård
fbaffdceab Remove some outdated comments, minor stuff 2015-04-06 18:13:36 +02:00
Henrik Rydgard
ff758f58ad ARM64: The Return of the Pointer Truncator - The Movie 2015-04-06 18:13:26 +02:00
Henrik Rydgard
db0fd1042f Add "Arm64EmitterTest" which can run on startup to play around with instructions. 2015-04-06 18:13:26 +02:00
Henrik Rydgard
1e9fdf08c5 Temporarily disable vertexjit 2015-04-06 18:13:23 +02:00
Henrik Rydgard
5496b3d3b1 ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/ 2015-04-06 18:13:20 +02:00
Henrik Rydgard
a12e448fb4 ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube. 2015-04-06 18:13:18 +02:00
Henrik Rydgard
b309c83973 Initial work on ARM64, based on the ARM jit. 2015-04-06 18:13:01 +02:00
Unknown W. Brackets
7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00