Henrik Rydgård
0501dc4ec1
Just minor optimizations
2026-06-13 13:34:41 +02:00
Henrik Rydgård
7ced074154
Rearrange the texture status flags, rename Full alpha to Solid alpha for textures
2026-06-09 11:25:50 +02:00
Henrik Rydgård
2534eb4480
Disable anisotropic filtering for all flat draws.
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May improve performance slightly, and should fix the last instances of #19555
2026-06-08 15:28:58 +02:00
Henrik Rydgård
48084e9c3e
Cleanup, fix some oversights
2026-06-03 15:23:17 +02:00
Henrik Rydgård
1624a6da83
Delete some old now-unused variables, and remove an accidental use.
2026-06-03 13:28:40 +02:00
Henrik Rydgård
ae98055cec
Delete a lot of legacy depth and viewport code, fix OpenGL
2026-05-30 19:07:58 +02:00
Henrik Rydgård
5513fcb223
Merge pull request #21705 from GermanAizek/constexpr-cpp17
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GPU: modernize use C++17 constexpr for precalculate compilation
2026-05-27 12:21:39 +02:00
Henrik Rydgård
0d33cd0a65
Convert the BBOX/BJUMP culling to use the worldviewproj matrix and a screen space check.
2026-05-23 14:40:15 +02:00
Henrik Rydgård
5cfbf50111
Keep updated products of view*proj and world*view*proj matrices. Use to simplify bbox culling.
2026-05-21 19:18:32 +02:00
Herman Semenoff
400d136f51
GPU: modernize use C++17 constexpr for precalculate compilation
2026-05-19 21:57:45 +03:00
Henrik Rydgård
4e0b6ac3ec
More misc cleanup
2025-05-14 15:14:03 +02:00
Henrik Rydgård
d5bfc1b5eb
Finish up this cleanup (move _M_SSE compat define out of Common.h)
2024-12-19 16:23:20 +01:00
Henrik Rydgård
5326d87f9c
Rename CrossSIMD to SIMDHeader, but also keep CrossSIMD.h (will have a future use)
2024-12-19 15:15:43 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +01:00
Henrik Rydgård
0df2a40487
Remove the "GPUInterface" base class. Not really useful, GPUCommon is pretty much the same thing.
2024-12-02 11:12:14 +01:00
Henrik Rydgård
3861e97a94
Experiment with the collapsible header thingy. Slightly increase the font size of headers.
2023-07-31 11:48:50 +02:00
Henrik Rydgård
fd656c629d
More dirtying
2023-07-30 17:45:19 +02:00
Unknown W. Brackets
a7b7bf7826
Global: Set many read-only params as const.
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This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
77e510bd90
GPU: Use accurate depth for depth range hack.
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This should be easier to ensure stays well tested.
2022-12-04 19:27:23 -08:00
Henrik Rydgård
f6fcc9e9a7
Add a way to view the "GPU_USE_" flags at runtime. Useful for sanity checking on-device.
2022-11-23 16:17:41 +01:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Unknown W. Brackets
904fb38003
GPU: Restore matrices with dirtying.
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Without this, it's possible we might not notice or apply a change
whether in uniforms or etc.
2022-09-29 22:31:02 -07:00
Unknown W. Brackets
6b20c0318d
softgpu: Correct matrix value update wrapping.
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The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.
This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
13ec384dbe
Build: Explicitly include ppsspp_config.h.
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This adds it to all files that use it. Not all our builds include the
file.
2021-03-02 21:04:03 -08:00
Unknown W. Brackets
b8342fb8ec
SaveState: Rename ChunkFile files to Serialize.
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Makes more sense and less weird than ChunkFileDoMap, etc.
2020-08-10 08:04:05 +00:00
Unknown W. Brackets
4b4e3432cd
SaveState: Split Do() into a separate header.
2020-08-10 08:03:41 +00:00
Henrik Rydgård
2f26297062
Clean up some more ifdefs
2019-05-10 23:25:57 +02:00
driver1998
5072584781
Fix neon headers for MSVC ARM64
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MSVC uses arm64_neon.h for ARM64, arm_neon.h is ARM32 only.
2019-05-04 22:45:15 +08:00
Henrik Rydgård
36fd2711d6
Revert "Remove further remains of hardware skinning."
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This reverts commit 40db61a680 .
2018-04-10 12:22:41 +02:00
Henrik Rydgård
40db61a680
Remove further remains of hardware skinning. Fixes #10661
2018-03-05 00:03:47 +01:00
Henrik Rydgård
978f8e73e5
Remove checks that disabled software skinning if there was morph.
2018-03-05 00:03:47 +01:00
Henrik Rydgård
3e56d8bbdf
Noticed that the UWP build has been broken for some time, fix it.
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Should probably set up a buildbot if we care about this...
2018-02-05 16:21:39 +01:00
Unknown W. Brackets
6bdf39c232
GPU: Reset context version on init.
2017-12-27 01:54:36 -08:00
Unknown W. Brackets
f263d207b3
GPU: Match GE saved context better.
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Just in case some game stores it somewhere, but also makes it simpler to
write tests against hardware.
2017-12-26 16:20:11 -08:00
Unknown W. Brackets
9fbcc01afa
TexCache: Remove simple 0/1 alpha check.
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No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgård
22e65ba80d
Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11
2017-08-31 01:14:51 +02:00
Henrik Rydgård
2b8e81f01e
NEON-optimize bone matrix loads
2017-08-15 14:35:21 +02:00
Henrik Rydgard
e4cb44c243
Merge the texture flags into the dirty flags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
c289a2c7bf
Split TextureChanged into two bools, so we can later convert to dirtyflags
2017-01-24 18:12:20 +01:00
Henrik Rydgard
7d60ec73be
Move framebufChanged into the dirty flag field
2017-01-24 18:12:20 +01:00
Henrik Rydgard
d9acd27126
Rename GLES files to match the convention the other backends use.
2017-01-23 17:08:58 +01:00
Henrik Rydgard
004c8b0fca
Make debug stats more compact.
2016-03-31 09:47:25 +02:00
Henrik Rydgard
e11d0a7e1c
Minor GPU interface cleanup
2016-01-06 23:49:02 +01:00
Unknown W. Brackets
529abd7db4
Correct clamped depth range from [0, 65535].
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This changes a few things:
* All backends clamp the depth range and keep it positive.
* The depth rounding uniform is now properly dirtied.
* Projection is updated to translate and scale appropriately.
* Depth rounding is halved on OpenGL to account for [-1, 1] range.
Fixes Phantasy Star Portable 2 without the need for a game-specific hack.
2016-01-03 12:29:43 -08:00
Henrik Rydgard
f4248cb550
Remove a whole lot of flipping special cases
2015-11-02 20:07:30 +01:00
Henrik Rydgard
2430c283a5
More GPU cleaning, removing uses of GPUState.h where not needed.
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Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.
Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Henrik Rydgard
01a1438dce
Improve depth buffering in D3D by computing a depth-flipped proj matrix but only when needed.
2014-09-08 23:10:23 +02:00
Unknown W. Brackets
1f51fe7843
d3d: Avoid rewriting textures, just swizzle.
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Luckily A is in the same place and the same width, so we can do this for
all but framebuffers easily.
Technically we could do it in OpenGL as well.
Small (1-2%) performance improvement in FF2.
2014-08-28 01:20:21 -07:00
Henrik Rydgard
1d7642fa48
Remove most mentions of the "_XBOX" define
2014-08-24 14:21:35 +02:00