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