Commit Graph
9567 Commits
Author SHA1 Message Date
raven02 312f290bde Fix typo 2013-11-15 10:24:32 +08:00
Henrik Rydgard adde016338 vtxdec sw skin arm: Simplify code, try a slightly different approach. 2013-11-14 23:07:23 +01:00
Henrik Rydgard b0ccf5981c Don't bother with glDrawRangeElements, seems to not improve perf. 2013-11-14 17:33:43 +01:00
Henrik Rydgard d6d54c8bb4 Fix a couple of bugs in vtxdec 2013-11-14 15:06:51 +01:00
Henrik Rydgard dc03796ccb The bone matrix optimization is only safe when software skinning 2013-11-14 15:02:22 +01:00
Henrik Rydgard 9521d0e0a6 NormalizeVertices should not try to skin if we've already software-skinned. 2013-11-14 14:34:47 +01:00
Henrik Rydgard 3b63ef7005 Remove the SubmitPrim param forceIndexType, optimize BBOX more. 2013-11-14 14:03:03 +01:00
Henrik Rydgard 8c562a615f Bone matrix loading speedup. Bit of a hack but seems reliable enough. 2013-11-14 14:02:31 +01:00
raven02 8af2e66bd5 This seems to be better 2013-11-14 19:33:20 +08:00
Henrik Rydgard 35ae239eb9 Optimize bbox some more 2013-11-14 12:25:53 +01:00
Henrik Rydgard 4f93654a88 Oops, accidentally enabled some bbox debugging code 2013-11-14 11:49:06 +01:00
Henrik Rydgard 8a69543ec4 BBOX: Transform the planes by the matrix so we don't need to transform the box 2013-11-14 11:44:13 +01:00
Henrik Rydgard 871d8b28ab Assorted vtxdec x86 optimizations 2013-11-14 11:44:13 +01:00
Sacha eaa52c4a61 VertexDecoder: Aligned code seems to help Symbian (armv6) performance. It is also used for CPU JIT so there's likely a reason. 2013-11-14 15:30:07 +10:00
Henrik Rydgard ff1d53c9c7 vtxdec x86: Don't load bones unless software skinning is enabled 2013-11-14 00:56:24 +01:00
Henrik Rydgard a9b365aa71 Fix for possible misalignment crash on x86 2013-11-14 00:37:04 +01:00
Henrik Rydgård a6ee2648d0 Merge pull request #4531 from hrydgard/software-skinning
Software skinning
2013-11-13 12:54:41 -08:00
Henrik Rydgård 9bbdd1907d Kind-of optimized ARM software skinning (non-NEON) 2013-11-13 18:11:35 +01:00
Henrik Rydgård 821a2f10f8 Delete obsolete code 2013-11-13 18:10:58 +01:00
Henrik Rydgard 6221dbaf5d Optimize software skinning for x86.
Can't seem to get a win on Windows vs hardware skinning though, even though
draw calls drop by 2/3rd...
2013-11-13 18:10:58 +01:00
Henrik Rydgard 9333d3ea76 Vtx dec jit: Combine the scale and offset registers to save 1 more xmm register. 2013-11-13 18:10:58 +01:00
Henrik Rydgard f0cacf46d0 No reason to involve the FPU when loading matrices 2013-11-13 18:10:58 +01:00
Henrik Rydgard 6976d6a3a0 Enable the softskinning optimizations that let us merge drawcalls 2013-11-13 18:10:57 +01:00
Henrik Rydgard 179934ec9f Decode step by step when sw skinning 2013-11-13 18:10:57 +01:00
Henrik Rydgard 46313ced55 Prepare transform pipeline for step by step decoding 2013-11-13 18:10:57 +01:00
Henrik Rydgard 4f78eda23b Save a couple of registers in the x86 vertex decoder jit by SIMD-ing prescale UV 2013-11-13 18:10:57 +01:00
Henrik Rydgard 7e67476b00 Simple unoptimized software skinning.
Does not take advantage of the possible reduction in state changes yet.
2013-11-13 18:10:57 +01:00
Aapo Rantalainen c2586523fe Maemo5: added !defined(MAEMO) as !defined(MEEGO_EDITION_HARMATTAN) 2013-11-13 18:23:18 +02:00
raven02 fe15d88cd8 Fix Summon Night 5 shadow breaking 2013-11-13 22:42:16 +08:00
Henrik Rydgård ab3fe9ba86 Extract the software transform code into its own file. 2013-11-13 14:56:34 +01:00
Henrik Rydgård 67ca4419fe Fix minor bug where we didn't clear dirtyUniforms if early-outing from UpdateUniform. 2013-11-13 10:02:58 +01:00
Sacha 04b338f39e Buildfix for sse2 builds. 2013-11-13 12:08:46 +10:00
Henrik Rydgard cf15ec8a53 Add BBOX support (very conservative test) 2013-11-12 17:06:03 +01:00
Henrik Rydgard 54217deb16 Speed up UpdateUniforms a little 2013-11-12 17:06:03 +01:00
Henrik Rydgard 4b98e0d6d6 Optimize LoadClut a little 2013-11-12 17:06:03 +01:00
Henrik Rydgard 84f20a1cad Small optimizations 2013-11-12 14:05:50 +01:00
Sacha aad70d8912 Symbian: Support software GPU. It seems to compile properly now. May allow Nokia 500 to run PPSSPP (albeit very slowly). 2013-11-12 16:20:52 +10:00
Henrik Rydgård 662ad32d4f Fix and re-enable @unknownbracket's handcoded NEON tex hash 2013-11-11 17:12:38 +01:00
Henrik Rydgård 53800bd413 Disable the hand-coded NEON texture hash again. It's slow, for unknown reasons. 2013-11-11 14:39:29 +01:00
raven02 2bca62b26e Don't reset texture width/height unless the size is different 2013-11-11 21:12:43 +08:00
raven02 d2546bed5b Regression fix c69ac64 2013-11-11 08:53:47 +08:00
Unknown W. Brackets 1311d71455 softgpu: Fix reversed stencil test funcs.
LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.

With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets 2db98b8669 softgpu: Don't apply logic op to stencil value.
Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets 438928de40 softgpu: Apply stencil op even when depth disabled. 2013-11-10 03:21:00 -08:00
Unknown W. Brackets 5327ce80d5 softgpu: throughmode doesn't disable any tests. 2013-11-10 03:20:59 -08:00
Unknown W. Brackets 5751e0a0a4 softgpu: Simplify color clamping. 2013-11-10 03:20:58 -08:00
Unknown W. Brackets 21deaef35a Invert gstate.getClearModeColorMask().
It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Unknown W. Brackets 5817684e28 softgpu: Never write alpha, only stencil. 2013-11-10 03:20:57 -08:00
Unknown W. Brackets be9fe9ad9a softgpu: Fix stencil read/write in some formats. 2013-11-10 03:20:56 -08:00
Henrik Rydgard c69ac64d83 Don't reconvert light colors if they don't change.
Also prepare for a possible further optimization in GLES_GPU::FastRunLoop
2013-11-10 11:18:58 +01:00