Commit Graph
9567 Commits
Author SHA1 Message Date
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.
Other minor changes and fixes.
2013-11-03 20:15:42 +01:00
Unknown W. Brackets 64e977db08 Improve the non-NEON tex hash path on ARM.
This generates better looking disassembly, though a small change.
2013-11-03 07:43:10 -08:00
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
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.
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
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
raven02 5b228d5fe4 Attempt to go back to thevery original finding a matching framebuffer logic 2013-11-01 22:00:34 +08:00
Unknown W. Brackets 1ee83935cb Correct texcache alignment check.
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.
For SSE color conversion, etc.
2013-10-31 23:29:17 -07:00
Unknown W. Brackets f42cd11ddb Speed up color conversion using SSE.
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.
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.
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.
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
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
danyalziaandDanyalZia 950c961dbc Shader Improvements and cleanup
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.
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
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.
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
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.
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.
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().
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
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.
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.
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.
Fixes #3771, video frames being drawn at the wrong size at non-1x.
2013-10-26 00:32:03 -07:00
Henrik Rydgård b896a29ec0 New attempt at solving #4272 by not using alpha in the backbuffer.
If some effect ends up requiring destination alpha, just use buffered
rendering.
2013-10-25 12:44:21 +02:00