Unknown W. Brackets
12c2683fb8
vertexjit: Cut a few more instrs from x86 morph.
2014-03-22 15:56:30 -07:00
Unknown W. Brackets
0da5caf11a
vertexjit: Cut a few instrs from morph on x86.
2014-03-22 15:56:30 -07:00
Unknown W. Brackets
162f229294
vertexjit: Support the color morphs on x86.
2014-03-22 15:56:29 -07:00
Henrik Rydgard
63aeb31e07
Attempt workaround for fog issue #5384
2014-03-22 23:49:14 +01:00
Henrik Rydgård
8dfadf7b8e
ArmEmitter: Add VMOV_neon and a Size parameter to VFMA for consistency.
2014-03-22 16:31:16 +01:00
Henrik Rydgård
98da5144ef
Merge pull request #5612 from raven02/patch-27
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Shade mapping fix
2014-03-22 14:37:22 +01:00
Unknown W. Brackets and Henrik Rydgard
66f501b981
Avoid an invalid enum on GLES2 texture creation.
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My device logs an error, which I'm guessing has perf impact.
2014-03-22 09:34:22 +01:00
Henrik Rydgard
f4db725400
Remove redundant call to ReplaceAlphaWithStencil
2014-03-22 09:28:45 +01:00
Henrik Rydgard
ba5d88e9d6
Fix bug in FastLoadBoneMatrix where the wrong uniform could be dirtied
2014-03-22 09:27:43 +01:00
Unknown W. Brackets
678237aa6c
Improve SSE usage in software transform.
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It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help. Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
Unknown W. Brackets
1ce6bf399a
Buildfix for 32-bit x86, arg.
2014-03-17 21:52:45 -07:00
Unknown W. Brackets
6630e45eff
Just add a packed version of Vec3f.
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This way we can have it aligned to memory where needed. I think it'd be
better to avoid this if possible so that we can actually vectorize
spline/etc. code.
Fixes #5673 .
2014-03-17 06:59:40 -07:00
Unknown W. Brackets
38d0bac1df
Optimize some 4444/8888 color conversions.
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Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
Unknown W. Brackets
743854afc8
Fix off-by-one on fast matrix loads.
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May matter mostly if there's a stall right at the end of the matrix.
2014-03-15 15:23:55 -07:00
Henrik Rydgård
78ce9b3f3c
Spline patches: Ignore too-small patch_div_s/t. May help #5663
2014-03-15 21:29:48 +01:00
Unknown W. Brackets
a843cbd580
Shrink the very common sceKernelThread.h include.
2014-03-15 11:44:02 -07:00
Unknown W. Brackets
996fa39684
Reduce some unnecessary includes in Core/.
2014-03-15 10:41:07 -07:00
Henrik Rydgard
b4d99b1981
Revert "Avoid caching when HW T&L with morph enabled."
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This reverts commit 557eae7ca9 .
2014-03-15 10:46:04 +01:00
raven02
557eae7ca9
Avoid caching when HW T&L with morph enabled.
2014-03-14 21:04:32 +08:00
Henrik Rydgard
4df49a72ab
Add yet another hack setting to work around the 3rd Birthday problem.
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Hopefully temporary...
2014-03-13 19:00:35 +01:00
raven02
1b831ce022
SW T&L
2014-03-07 21:41:40 +08:00
Sacha
05571df8ec
Use a VLDM in Vertex Decoder.
2014-03-07 14:25:05 +10:00
raven02
2c7c1f547d
Shade mapping fix
2014-03-06 22:07:08 +08:00
Unknown W. Brackets
505b0c388f
Fix a typo.
2014-03-04 07:37:32 -08:00
Unknown W. Brackets
b1acde2679
Oops, forgot the world matrix too.
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VerySleepy is telling me that time is spent in WORLDMATRIXDATA in games,
but I didn't check the perf impact exactly. It's probably small, but may
help some games.
2014-03-04 01:09:04 -08:00
Unknown W. Brackets
9e35822d16
Try to load view and model matrices a bit faster.
2014-03-04 00:37:28 -08:00
Unknown W. Brackets
a8f9635e28
Optimize loading of texgen matrices.
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Pretty small impact, may help games that use them a lot.
2014-03-04 00:23:10 -08:00
Unknown W. Brackets
d60b0272fa
Avoid flushing if the bone matrix is the same.
2014-03-04 00:17:16 -08:00
Unknown W. Brackets
eb04031975
Try to optimize inline matrix loads.
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Improves performance by a few percent in Gods Eater Burst.
2014-03-04 00:11:03 -08:00
Unknown W. Brackets
f124e7dddc
Fix a minor typo.
2014-03-03 00:21:04 -08:00
Unknown W. Brackets
c7437bbe8e
Fix some minor warnings.
2014-03-03 00:08:32 -08:00
Henrik Rydgård
c2f76ac549
Merge pull request #5594 from unknownbrackets/gpu-minor
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Fix some software skinning glitches
2014-03-03 13:32:03 +07:00
Unknown W. Brackets
fb63dad54e
vertexjit: Implement Morph pos/nrm variants on x86.
2014-03-02 20:11:40 -08:00
Unknown W. Brackets
e08e9d8e89
Flush if morphing, even if only weight changed.
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Fixes more graphical glitches that happen when software skinning is enabled.
2014-03-02 20:09:18 -08:00
Unknown W. Brackets
ecf9479d5a
Always flush bone matrices when morph is enabled.
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Fixes graphical glitches in Shadow of Destiny and LittleBigPlanet with
software skinning enabled. Maybe the other games in #5304 .
2014-03-02 18:20:16 -08:00
Unknown W. Brackets
0a880b09ad
Allow fast bone mtx loads w/o software skinning.
2014-03-02 18:12:40 -08:00
Unknown W. Brackets
4f1236c2ba
Don't use replaceImages for texture scaling = auto.
2014-03-02 01:39:41 -08:00
Unknown W. Brackets
034ae337b7
Handle texture scaling when render res is auto.
2014-03-02 01:39:40 -08:00
Unknown W. Brackets
15a608a6b9
Check for kernel textures in kernel ram properly.
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Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Henrik Rydgard
9c4d9461d4
Detect bad mipmap sizes, autogen mipmaps in this case. Might help part of #2603
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(outrun)
2014-02-17 11:42:03 +01:00
Unknown W. Brackets
be9194b887
Try harder to show a useful post shader error.
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It's worth seeing the error quickly, but mostly will need to look at the
log.
2014-02-16 01:25:33 -08:00
Unknown W. Brackets
592e8ca253
Update reporting as soon as the game boots.
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This way if it starts with "read framebuffers" but it's switched off, it
will notice properly.
2014-02-15 15:18:01 -08:00
Henrik Rydgård
79549e4acc
PosS16Through: Treat Z as unsigned.
2014-02-13 11:59:47 +01:00
Henrik Rydgard
14018bd763
Apply the fog fix to software transform as well. See #2387
2014-02-12 11:13:49 +01:00
Henrik Rydgard
9e6d7abf4e
Minor cleanup
2014-02-12 11:10:44 +01:00
Henrik Rydgard
8b6b491820
Remove obsolete outputWidth/outputHeight
2014-02-10 12:44:35 +01:00
Unknown W. Brackets
ad8488ecc4
Reset reporting on a new game.
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This way "once" and "spam" no longer persist between runs. Makes it
easier to test a bunch of games in a row without restarting in between.
2014-02-09 17:39:16 -08:00
Unknown W. Brackets
7380c5b664
Stop showing z = 1.0 for non through in debugger.
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Oops.
2014-02-09 00:33:15 -08:00
Unknown W. Brackets
e7eca477b0
Add a tab to show vertex values to the GE debugger.
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Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00
Unknown W. Brackets
d2108a962e
Switch from USING_GLES2 to MOBILE_DEVICE.
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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