Unknown W. Brackets
1ce6bf399a
Buildfix for 32-bit x86, arg.
2014-03-17 21:52:45 -07:00
Unknown W. Brackets
833c93bd98
Dumb mistake, forgot the divide.
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Probably caused the blending issues.
2014-03-17 12:53:49 -07:00
Unknown W. Brackets
6630e45eff
Just add a packed version of Vec3f.
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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.
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Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
Unknown W. Brackets
6de2129f98
softgpu: Don't re-pack 8888 colors.
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It's like a bad joke, but MSVC was not optimizing this out.
2014-03-16 23:03:07 -07:00
Unknown W. Brackets
10456a09ac
Oops, forgot to multiply in float ToRGBA().
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Not actually used...
2014-03-16 21:12:23 -07:00
Unknown W. Brackets
627027307c
softgpu: Use SSE in ToRGB()/FromRGB() etc.
2014-03-16 19:21:35 -07:00
Unknown W. Brackets
07ca96e226
softgpu: Use SSE in alpha blending.
2014-03-16 18:57:11 -07:00
Unknown W. Brackets
601ff10f1e
softgpu: Use SSE in tex modulation.
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Could do others, this seems the most common. Gives a few more percent.
2014-03-16 18:28:06 -07:00
Unknown W. Brackets
47728528d7
softgpu: Use SSE in Vec?::Length().
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Minor perf boost but if I do everything in Vec things get slower.
2014-03-16 17:56:34 -07:00
Unknown W. Brackets
6ef0aa123f
softgpu: Use SSE for the secondary color.
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It's easy to speed up this code since it's so hot.
2014-03-16 16:21:12 -07:00
Unknown W. Brackets
7f3e158a0f
softgpu: Get all tex samples at the same time.
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Kills a bunch of overhead, improving speed more.
2014-03-16 15:51:47 -07:00
Unknown W. Brackets
d9e29a2edf
softgpu: Optimize alpha blending handling.
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This alone makes it a good bit faster.
2014-03-16 15:22:31 -07:00
Unknown W. Brackets
f21649e563
softgpu: Minor simplification for alpha blend.
2014-03-16 15:09:42 -07:00
Unknown W. Brackets
1ab7325d4a
softgpu: Use a full Vec4 for the prim color.
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Simpler, and slightly faster.
2014-03-16 15:04:41 -07:00
Unknown W. Brackets
c3530a6674
softgpu: Don't multithread small triangles.
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It ends up being slower with all the overhead, of course.
2014-03-16 14:49:49 -07:00
Unknown W. Brackets
b33d0c4046
softgpu: Use SSE for texture sampling.
2014-03-16 14:33:42 -07:00
Unknown W. Brackets
b357b00ace
softgpu: Use SSE for through texture coords.
2014-03-16 14:30:20 -07:00
Unknown W. Brackets
dd140b73bb
softgpu: Use SSE for gouraud shading.
2014-03-16 14:29:22 -07:00
Unknown W. Brackets
743854afc8
Fix off-by-one on fast matrix loads.
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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."
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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.
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Hopefully temporary...
2014-03-13 19:00:35 +01:00
Henrik Rydgard
2eb6a4e2f2
Fix a warning, rename some parameters, etc.
2014-03-08 10:40:43 +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
4fbb245382
Avoid leaving the fast runloop on jumps.
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Jumps are actually very common in some games, like FF4 and Crisis Core,
and tons more. They are used to jump around vertex data.
Improves performance by a few percent in FF4.
2014-03-05 23:24:18 -08:00
Unknown W. Brackets
505b0c388f
Fix a typo.
2014-03-04 07:37:32 -08:00
Henrik Rydgard
e11e4cfff2
GCC buildfix
2014-03-04 11:38:33 +01:00
Unknown W. Brackets
b1acde2679
Oops, forgot the world matrix too.
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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.
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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.
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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
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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.
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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.
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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.
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Textures can perfectly legitimately be in volatile ram.
2014-03-01 16:11:56 -08:00
Henrik Rydgård
db59559a92
Reduce the "Ret: Stack Empty" log level to DEBUG.
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Still reporting. Avoids logspam in buggy games.
2014-02-25 21:23:21 +07:00
Henrik Rydgård
b7651b61c7
Merge pull request #5546 from chinhodado/fixes
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some minor fixes and changes
2014-02-23 19:12:42 +07:00