Commit Graph
3430 Commits
Author SHA1 Message Date
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.
Probably caused the blending issues.
2014-03-17 12:53:49 -07:00
Unknown W. Brackets 6630e45eff Just add a packed version of Vec3f.
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.
Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
Unknown W. Brackets 6de2129f98 softgpu: Don't re-pack 8888 colors.
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().
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.
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().
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.
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.
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.
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.
Simpler, and slightly faster.
2014-03-16 15:04:41 -07:00
Unknown W. Brackets c3530a6674 softgpu: Don't multithread small triangles.
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.
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."
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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
some minor fixes and changes
2014-02-23 19:12:42 +07:00