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
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
Sacha
5613b86864
Use NEON texture decoder on Blackberry and iOS. Use ARMV7 defines.
2013-11-03 15:59:10 +10:00
Unknown W. Brackets
ed1204a10f
Android armv6/etc. buildfix.
2013-11-02 10:14:25 -07:00
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
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
Henrik Rydgård
e0bc0a3bf1
Merge pull request #4343 from unknownbrackets/gpu-minor
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Don't crash if there are too many vertices in a row + softgpu frameskip
2013-10-28 06:49:31 -07:00
Sacha
bb8e364086
Fix shader path.
2013-10-28 15:46:12 +10:00
Unknown W. Brackets
b62e36e997
Support frameskip in softgpu.
2013-10-27 16:50:03 -07:00
Unknown W. Brackets
98e257c95d
Add GPU cycle estimation to the softgpu.
2013-10-27 15:05:57 -07:00
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
Sacha
2c74693f6c
VSync codepath only works on _WIN32 so only show it and check it there.
2013-10-27 23:09:46 +10:00
Henrik Rydgård
5408a06e6c
Merge pull request #4274 from unknownbrackets/fb-minor
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Detach framebuffers when texcache match fails, properly
2013-10-27 00:53:44 -07:00
Unknown W. Brackets
597b2fe597
Align the GPU so the tick count can be aligned.
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It's atomic for free on 64 bit, but only if it's aligned.
2013-10-26 18:29:44 -07:00
Sacha
4972e7b680
EnqueueList: Relocate code that depends on compatibility check to simplify the code
2013-10-27 03:49:46 +10:00
Unknown W. Brackets
30bf067787
Generate a texture name even for fbo textures.
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Otherwise, when it stops being a render-to-texture, we won't have a
texture name and we'll get confused. A texture name shouldn't be
expensive to generate in this case anyway.
2013-10-26 08:37:52 -07:00
Unknown W. Brackets
453be5530e
Make sure we recheck a fb tex that didn't match.
2013-10-26 08:35:53 -07:00
Unknown W. Brackets
42f7b42af4
Avoid getting stuck with a bad tex framebuffer.
2013-10-26 08:35:52 -07:00
Unknown W. Brackets
8b64a2c70c
Fix unlikely case in DrawPixels().
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If linesize doesn't match, also use convBuf.
2013-10-26 08:35:52 -07:00
Henrik Rydgård
1507358b45
Merge pull request #4322 from unknownbrackets/gpu-minor
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Make sure frag shader ID matches generated code
2013-10-26 08:28:41 -07:00
Unknown W. Brackets
2c56ccef18
Make sure frag shader ID matches generated code.
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Before, we would use an id with alphatest on, but not actually compile in
alphatest. Or, we would use a shader with alphatest, when we actually
could compile it out.
2013-10-26 02:19:02 -07:00
Unknown W. Brackets
f9352ad0b8
Update fbos even if they're not the display.
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But only when coming from a video or other safe source, to ensure we don't
hurt speed. Although, might be interesting to do it always?
With the previous commit, fixes #4273 .
2013-10-26 00:36:37 -07:00
Unknown W. Brackets
7aa70b473b
Set the viewport properly on video frame draw.
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Fixes #3771 , video frames being drawn at the wrong size at non-1x.
2013-10-26 00:32:03 -07:00