262 Commits

Author SHA1 Message Date
Sacha
c745072b55 Update Symbian to GCC 4.8.3 2014-06-11 03:10:50 +10:00
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adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00
Sacha
fd70cfa149 Travis: Update to GCC 4.7.3 for Symbian. 2014-06-09 20:28:26 +10:00
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089ee41d9c Implement a very basic stencil upload.
This is not fast or efficient, but works.
2014-05-31 21:48:09 -07:00
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1433b98c46 Clean up the framebuffer force downloads. 2014-05-31 10:03:03 -07:00
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8dcc09c9e1 Use a separate func for gpu memset(). 2014-05-27 07:50:01 -07:00
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8275f613ce UpdateMemory() now returns whether to skip the cpy.
This way it can do it itself as necessary in the right order.
2014-05-25 21:48:41 -07:00
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233f13bb8e Fix a GetPointer() in softgpu when debugging.
Should just bail without a texture bound.
2014-05-11 10:58:33 -07:00
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4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
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22a80fb7be softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
sum2012
fa1b65fd59 Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgard
0b673719c2 Crashfix for software renderer in 32-bit (SSE misalignment) 2014-03-22 00:12:21 +01:00
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1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
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38d0bac1df Optimize some 4444/8888 color conversions.
Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
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6de2129f98 softgpu: Don't re-pack 8888 colors.
It's like a bad joke, but MSVC was not optimizing this out.
2014-03-16 23:03:07 -07:00
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627027307c softgpu: Use SSE in ToRGB()/FromRGB() etc. 2014-03-16 19:21:35 -07:00
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07ca96e226 softgpu: Use SSE in alpha blending. 2014-03-16 18:57:11 -07:00
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601ff10f1e softgpu: Use SSE in tex modulation.
Could do others, this seems the most common.  Gives a few more percent.
2014-03-16 18:28:06 -07:00
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6ef0aa123f softgpu: Use SSE for the secondary color.
It's easy to speed up this code since it's so hot.
2014-03-16 16:21:12 -07:00
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7f3e158a0f softgpu: Get all tex samples at the same time.
Kills a bunch of overhead, improving speed more.
2014-03-16 15:51:47 -07:00
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d9e29a2edf softgpu: Optimize alpha blending handling.
This alone makes it a good bit faster.
2014-03-16 15:22:31 -07:00
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f21649e563 softgpu: Minor simplification for alpha blend. 2014-03-16 15:09:42 -07:00
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1ab7325d4a softgpu: Use a full Vec4 for the prim color.
Simpler, and slightly faster.
2014-03-16 15:04:41 -07:00
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c3530a6674 softgpu: Don't multithread small triangles.
It ends up being slower with all the overhead, of course.
2014-03-16 14:49:49 -07:00
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b33d0c4046 softgpu: Use SSE for texture sampling. 2014-03-16 14:33:42 -07:00
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b357b00ace softgpu: Use SSE for through texture coords. 2014-03-16 14:30:20 -07:00
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dd140b73bb softgpu: Use SSE for gouraud shading. 2014-03-16 14:29:22 -07:00
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a843cbd580 Shrink the very common sceKernelThread.h include. 2014-03-15 11:44:02 -07:00
Henrik Rydgård
b7651b61c7 Merge pull request #5546 from chinhodado/fixes
some minor fixes and changes
2014-02-23 19:12:42 +07:00
chinhodado
aae9d43e7d remove some redundant brackets 2014-02-22 23:26:20 -05:00
chinhodado
9bd07d4c9c remove a redundant assignment 2014-02-22 23:08:26 -05:00
chinhodado
d110d4e3cf change to correct enums 2014-02-20 21:29:00 -05:00
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e7eca477b0 Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00
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d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
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5a7d400f4b softgpu: Fix lines drawn upward or leftward. 2014-01-19 23:32:53 -08:00
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8271ec1a55 softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
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74c1b21b59 softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines.  Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
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4bb6a77519 softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
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8f5fc4f079 softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
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e216032a8c softgpu: Separate out texturing logic.
This way it can be applied to other primitives.  But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02
4c25bb0365 softgpu: Let's try doubling before alpha blend.
Fixes #5122.
2014-01-18 19:58:28 -08:00
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08eecba6ba softgpu: Refactor pixel drawing to avoid code dup. 2014-01-18 19:57:12 -08:00
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01090f4ce7 softgpu: Respect the texture filering option.
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
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b95f9cf9d1 softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
2014-01-18 16:39:07 -08:00
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b9f4cc4481 Double colors only when texturing, and after test.
Per tests.
2014-01-12 11:45:29 -08:00
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4ea4554ddf softgpu: detect a vram-relative display addr. 2014-01-11 09:51:32 -08:00
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55fe5a950e softgpu: rotate uvs in throughmode. 2014-01-11 09:51:09 -08:00
Tony Wasserka
4c720ee375 softgpu: Fix typo in TransformUnit. 2014-01-02 02:10:12 +01:00
Henrik Rydgård
e5e17fbc6e More include cleanup. Hoping for very slightly faster compile times.. 2013-12-30 10:49:05 +01:00
Henrik Rydgård
87f203a5b8 More include untangling 2013-12-29 23:44:35 +01:00