Commit Graph
3990 Commits
Author SHA1 Message Date
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
Shade mapping fix
2014-03-22 14:37:22 +01:00
Unknown W. BracketsandHenrik Rydgard 66f501b981 Avoid an invalid enum on GLES2 texture creation.
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.
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.
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.
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.
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."
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.
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.
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.
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.
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
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.
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.
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.
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
(outrun)
2014-02-17 11:42:03 +01:00
Unknown W. Brackets be9194b887 Try harder to show a useful post shader error.
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.
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.
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.
Oops.
2014-02-09 00:33:15 -08:00
Unknown W. Brackets 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
Unknown W. Brackets 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