Unknown W. Brackets
78400fd460
Avoid some dereferencing in gpu FastRunLoop.
2013-11-06 07:50:16 -08:00
Henrik Rydgård
51995a3d43
Vtx dec: After generating ARM, remember to flush the icache.
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Will hopefully fix the random crashes in #4461 .
2013-11-06 16:14:40 +01:00
Henrik Rydgård
e3f6f25390
Buildfix for non-Windows non-ARM
2013-11-06 13:54:26 +01:00
Henrik Rydgård
ea9da85bdb
Missed one possible unaligned access
2013-11-06 13:14:49 +01:00
Henrik Rydgård
b3fdfc01c8
ARM vtx dec: Avoid all unaligned accesses entirely.
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Seeing so much contradictory information on the support and performance
of these.
2013-11-06 12:17:41 +01:00
Henrik Rydgård
1e158fa652
ARM vtx dec: Preserving our FP scratch register appears to improve
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stability.
Also added some logging.
2013-11-06 11:47:26 +01:00
Henrik Rydgård
b19d41f9a8
Now that LDRH works, use it where appropriate
2013-11-06 10:51:21 +01:00
Henrik Rydgard
0eb3d79de9
x86 VertexDecoder jit: Fix typo in 16-bit weight decoder. May fix crashes.
2013-11-05 21:06:43 +01:00
Henrik Rydgård
a03e5c6de0
Merge pull request #4460 from hrydgard/vertex-decoder-jit
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Vertex decoder JIT
2013-11-05 07:30:58 -08:00
Henrik Rydgård
7bf8a4dc5e
We need to use a signed VCVT to float in PosS*Through
2013-11-05 12:17:18 +01:00
Unknown W. Brackets
c7edf73cdb
Small optimizations to the vertexjit.
2013-11-05 00:32:08 -08:00
Unknown W. Brackets
f6662054bd
Fix arm emitter bug in LDRH and friends.
2013-11-05 00:32:08 -08:00
Henrik Rydgård
9113c584f1
Merge pull request #4399 from raven02/patch-11
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Attempt to go back to the earliest logic of finding a matching framebuffer
2013-11-04 04:43:34 -08:00
Henrik Rydgård
5886ccffdc
Merge pull request #4441 from unknownbrackets/vertex-decoder-jit
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Force 5 byte jumps to avoid jump target issues (vertex jit, x86)
2013-11-04 01:25:40 -08:00
Unknown W. Brackets
06194ac261
Add 5551 conversion to the arm vertexjit.
2013-11-04 00:47:05 -08:00
Unknown W. Brackets
16dcf807a8
Add 565 conversion to arm vertexjit.
2013-11-03 21:58:26 -08:00
Unknown W. Brackets
ab17d659cf
Implement 4444 conversion in arm vertexjit.
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Seems to help Dissidia a bit.
2013-11-03 21:58:26 -08:00
Unknown W. Brackets
bfda36efff
Don't subtract nrmoff in arm vertexjit.
2013-11-03 21:57:55 -08:00
Unknown W. Brackets
a1fa65f631
Stupid typos, broke 4444 and 565.
2013-11-03 18:43:24 -08:00
Unknown W. Brackets
d5337edf1f
Force 5 byte jumps to avoid jump target issues.
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Some with 16-bit colors were too far.
2013-11-03 17:17:04 -08:00
Unknown W. Brackets
aece4fd580
16-bit colors in vertex jit for x86.
2013-11-03 15:04:47 -08:00
Henrik Rydgard
f0fd7679ce
Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
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Other minor changes and fixes.
2013-11-03 20:15:42 +01:00
Henrik Rydgard
810b1a061f
Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
2013-11-03 15:27:12 +01:00
Unknown W. Brackets
e33b7fa1a4
iOS buildfix.
2013-11-03 01:08:48 -08:00
Henrik Rydgård
e12894a420
Merge pull request #4407 from unknownbrackets/texcache
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Add a NEON version of the tex hash.
2013-11-02 07:41:39 -07:00
Henrik Rydgard
58860158df
Turn off the UNPACK optimization when texture scaling is on. Fixes #4408
2013-11-02 15:23:35 +01:00
Henrik Rydgård
4d3e57d6eb
Move normal reversion into the vertex shader instead of the decoder.
2013-11-02 11:05:31 +01:00
Unknown W. Brackets
4d47ccd5df
Add a NEON version of the tex hash.
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Should be used only for NEON devices. Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
Henrik Rydgård
1347c3b019
Merge pull request #4387 from hrydgard/unpack_subimage
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Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
2013-11-01 12:02:50 -07:00
Henrik Rydgard
a3a1395fc0
No need to set PACK parameters when we UNPACK
2013-11-01 19:56:06 +01:00
Henrik Rydgard
1fb7cdfcd2
Remove redundant call to ConvertColors, skip a copy when possible
2013-11-01 19:38:53 +01:00
Henrik Rydgard
5de7bb2e2d
Use GL_EXT_unpack_subimage to speed up non-pow-2 texture loads when available
2013-11-01 19:38:52 +01:00
raven02
5b228d5fe4
Attempt to go back to thevery original finding a matching framebuffer logic
2013-11-01 22:00:34 +08:00
Unknown W. Brackets
1ee83935cb
Correct texcache alignment check.
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Oops.
2013-10-31 23:37:05 -07:00
Unknown W. Brackets
dc8902dbff
Cut down on color conversion instructions (x86.)
2013-10-31 23:29:18 -07:00
Unknown W. Brackets
96256f43e9
Make sure clut memory is aligned.
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For SSE color conversion, etc.
2013-10-31 23:29:17 -07:00
Unknown W. Brackets
f42cd11ddb
Speed up color conversion using SSE.
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Probably not the very most optimal implementation, but faster and SSE2.
2013-10-31 23:29:17 -07:00
Unknown W. Brackets
82761de992
Improve the texture cache hash on x86.
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It's a bit less weak now, but still not strong. Still fairly fast, it
seems like.
2013-10-31 23:29:16 -07:00
Henrik Rydgard
b9c908ba3f
Update post-processing shaders to work again after removing u_viewproj.
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Initialize some uninitialized variables.
2013-10-31 00:07:55 +01:00
Henrik Rydgård
70e4214e2e
Add comment with a link to an important github thread
2013-10-30 23:08:03 +01:00
Henrik Rydgård
07a868910e
Add a temporary hack option that may help debugging the wipeout glow.
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It reduces the glow problem by a lot but is obviously incorrect.
2013-10-30 22:47:36 +01:00
Henrik Rydgård
357b133ff6
No need to dirty the PROJ_THROUGH when only the proj matrix is being
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changed.
2013-10-30 22:47:36 +01:00
Henrik Rydgård
7e27bd9dc9
Framebuffer draws: Get rid of the u_viewproj uniform matrix.
2013-10-30 22:47:36 +01:00
danyalzia
950c961dbc
Shader Improvements and cleanup
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Added sharpen shader
Added support for bloom and sharpen shader
cleanup
cleanup
2013-10-30 00:33:21 +05:00
Henrik Rydgard
78aa64500e
Fix bug when combining draw calls for hashing
2013-10-29 16:18:15 +01:00
Henrik Rydgård
60b1cb0008
Combine draw calls when hashing when possible, should help the same games as #4312
2013-10-29 12:14:09 +01:00
Henrik Rydgård
4352d720d8
Let's not use #define in GLSL ES shaders.
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There are rumours that Vivante chips hate these.
2013-10-29 11:37:16 +01:00
Henrik Rydgård
0471a8c886
Only set fogdepth to highp on PowerVR. May fix #4333
2013-10-28 15:38:25 +01:00
Unknown W. Brackets
1e65a691f4
Cap the number of vertexes per flush.
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Might not be realistic, but we crash if we go over. Pretty unlikely to
happen in real games, but I suppose not impossible. Happens in the vertex
speed demo (#3106.)
2013-10-27 14:43:58 -07:00
Sacha
ecfe43c149
CityHash is not used anymore, so we won't compile it.
2013-10-28 03:26:00 +10:00