Commit Graph

104 Commits

Author SHA1 Message Date
Unknown W. Brackets ba1ced4992 softgpu: Avoid rect fast path with subpixel offset.
It doesn't handle it right, see #15876.  We still handle these with
DrawRectangle(), which gets it right.
2022-09-03 11:08:11 -07:00
Unknown W. Brackets 6737d69f0a softgpu: Cleanup some now unused state. 2022-02-20 09:19:48 -08:00
Unknown W. Brackets 1bc3acf2ed softgpu: Use a const for subpixel screenpos factor. 2022-02-19 21:03:49 -08:00
Unknown W. Brackets a66377fdf1 softgpu: Remove offset from screenpos.
This simplifies tighter calculations, and reduces the common magnitudes
we'll be dealing with.
2022-02-19 20:38:44 -08:00
Unknown W. Brackets 3d4c1548b6 softgpu: Allow tri -> rect in transform. 2022-02-12 12:03:55 -08:00
Unknown W. Brackets 259b10d42a softgpu: Turn more tri strips into rects.
This catches a common case in Valkyrie Profile.
Rotation is resolved by just always using tl/br.
2022-02-12 11:33:42 -08:00
Unknown W. Brackets 2381f355c2 softgpu: Combine tris to rects with ignored z too. 2022-02-12 11:33:36 -08:00
Unknown W. Brackets 2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets 3010cd56d1 softgpu: Correct simple rectangles with mipmaps.
Might be used for fonts, we could potentially check for bias/slope, but
mipmaps are uncommon in direct through draws anyway.
2022-01-23 12:26:58 -08:00
Unknown W. Brackets 6896a7a64e softgpu: Use cached state for screen offset. 2022-01-15 18:20:25 -08:00
Unknown W. Brackets 02c5559393 softgpu: Remove z from DrawingCoords.
It's not really used much of anywhere, anyway.
2022-01-15 15:38:56 -08:00
Unknown W. Brackets a228b2ab6c softgpu: Use cached sampler state outside jit. 2022-01-15 15:26:26 -08:00
Unknown W. Brackets 0b3f096c01 softgpu: Cache strides in draw pixel state. 2022-01-15 13:03:10 -08:00
Unknown W. Brackets 970e9c2f51 softgpu: Move threading into BinManager.
This threads much more effectively, across entire prim call.
2022-01-13 22:45:23 -08:00
Unknown W. Brackets 48ef4a18b1 softgpu: Handle scissor/range in BinManager. 2022-01-13 19:07:41 -08:00
Unknown W. Brackets a0a9b1e89b softgpu: Add class to manage and enqueue for bins.
For now, just forwarding.
2022-01-13 09:26:59 -08:00
Unknown W. Brackets 6839aac109 Debugger: Cache list PC for softgpu tagging.
Still slow, but improved.
2022-01-12 21:23:49 -08:00
Unknown W. Brackets d962fb35d3 softgpu: Centralize more prim drawing state. 2022-01-12 21:23:49 -08:00
Unknown W. Brackets 75ff3e44e6 softgpu: Move texture addresses to prim state. 2022-01-11 00:00:03 -08:00
Unknown W. Brackets d5c5e9478e softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
Unknown W. Brackets 9ec7d65c49 softgpu: Use func IDs instead of gstate more. 2022-01-10 22:12:35 -08:00
Unknown W. Brackets d7a82ab7b8 softgpu: Compute func IDs once per batch of verts.
This saves a decent chunk of time, especially when many verts are being
drawn.
2022-01-10 22:12:35 -08:00
Unknown W. Brackets e2f8cf8bf2 softgpu: Correct mirroring in fastpath+nearest. 2022-01-04 23:42:31 -08:00
Henrik Rydgård d3f0af7458 Merge pull request #15273 from unknownbrackets/softjit-bloom
Optimize software renderer handling of common bloom operations
2022-01-02 18:11:07 +01:00
Unknown W. Brackets a259761262 samplerjit: Use nearest func in fast path too.
This uses the more optimal tex funcs.
2022-01-02 08:48:16 -08:00
Unknown W. Brackets 496545e55c softgpu: Add code for tracking GPU writes.
Unfortunately, it has a pretty noticeable speed impact, even at the basic
"assume everything's written" level.  Compiled off by default, but at
least it's there.

Doesn't account for tests (i.e. alpha test skipping write) so still not
perfectly accurate.
2022-01-02 08:28:30 -08:00
Unknown W. Brackets 06e954fe2a samplerjit: Create a separate fetch func.
This allows nearest to become more similar to linear, where it applies the
texture function.
2022-01-01 16:58:04 -08:00
Unknown W. Brackets 3bc6009158 samplerjit: Refactor sampler ID calculation.
Make it the same as pixel func IDs.
2022-01-01 16:58:04 -08:00
Unknown W. Brackets 154bb53744 softgpu: Correct accuracy on fast path modulate. 2021-12-05 13:10:18 -08:00
Unknown W. Brackets 823c4adb15 softgpu: Keep arguments in vectors for sampling. 2021-12-04 15:45:06 -08:00
Unknown W. Brackets 96a7554053 sofjit: Move common types to reg cache header.
This makes it easier to use vectors elsewhere.
2021-11-28 08:03:15 -08:00
Unknown W. Brackets 91787e63d9 softjit: Switch to the __vectorcall convention. 2021-11-26 08:21:11 -08:00
Unknown W. Brackets 876c8cd368 softgpu: Fix PixelFuncID size.
Oops, can't use unions in bitfields.  Also improve typesafety.
2021-11-21 09:40:13 -08:00
Unknown W. Brackets 09dc38080a softgpu: Move draw pixel code to separate file.
This separates things better anyway.  No major perf impact.
2021-11-21 08:23:32 -08:00
Unknown W. Brackets 26378f9c89 softgpu: Specialize sprite based on pixel func ID. 2021-11-20 15:27:04 -08:00
Unknown W. Brackets f7a31c992d softgpu: Use pixel func ID to draw pixels.
This just reduces reliance on gstate directly, and should help keep things
consistent.
2021-11-20 15:27:04 -08:00
Unknown W. Brackets babd63c644 softgpu: Tune thread minimums better.
Darkstalkers seems more sensitive to these than many other games, this
improves performance more.
2021-11-14 18:44:30 -08:00
Unknown W. Brackets 2ab7499d8d softgpu: Combine sliced rectangles.
This mostly affects clears, and reduces overhead.  Only about 2%
improvement, but it's a small change.
2021-11-14 18:31:46 -08:00
Unknown W. Brackets fb6fadbbb7 softgpu: Fast path rectangles as fans.
Some games, such as Legend of Heroes III, use fans instead of strips.
2021-11-14 18:31:45 -08:00
Unknown W. Brackets 09a9927b82 softgpu: Use range loops for sprite fast path. 2021-11-14 18:31:45 -08:00
Unknown W. Brackets 55cde6bd6a softgpu: Check flat z in fast path. 2021-11-14 12:27:39 -08:00
Unknown W. Brackets 361c8f966c softgpu: Fast path triangles without textures.
The fast path may still be useful in this case.
2021-11-14 12:27:39 -08:00
Unknown W. Brackets b1009f70f9 softgpu: Allow end coordinate at bounds.
Oops, was excluding some valid usage that wouldn't wrap.
2021-09-30 06:33:25 -07:00
Unknown W. Brackets 953916a842 softgpu: Avoid fast path for clamp/wrap cases.
It doesn't clamp or wrap, and those are uncommon for the fast path.
Fixes #14951.
2021-09-29 19:19:21 -07:00
Unknown W. Brackets b5ba469826 softgpu: Prevent pixel gaps when drawing sprites.
If you end a sprite at 255.9, it draws the pixel at 255.  This uses the
same logic to handle that as in the triangle path.
2021-09-06 22:05:39 -07:00
Unknown W. Brackets 8a8328c431 Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
Unknown W. Brackets 5e3579a780 SoftGPU: Fix sprite provoking vertex in fast path.
It was right everywhere else.
2021-01-16 20:13:16 -08:00
Henrik Rydgård 821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård 3162f30158 Merge base/basictypes.h into Common/Common.h (mostly). 2020-09-29 15:51:51 +02:00
Henrik Rydgård 60a6bf6d43 Optimize the DarkStalkers software rendering path a little more. 2020-09-12 16:10:17 +02:00