Unknown W. Brackets
7be619cad2
vertexjit: Fix typo in NEON weights.
2014-03-23 17:50:53 -07:00
Henrik Rydgard
962e08ecda
Attempt to fix Qt build on x86/x64 (untested). See #5702
2014-03-24 01:39:07 +01:00
Henrik Rydgård
31e5d0dcdb
Merge pull request #5687 from unknownbrackets/vertexjit
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Jitify the rest of ARM and x86 vertex morphs + some tweaks (not ready, just review)
2014-03-24 01:09:31 +01:00
Unknown W. Brackets
75ca544e73
vertexjit: Avoid the remaining VFP instrs.
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So now, unless there's skin+morph, it should be all-NEON, I think.
2014-03-23 16:26:22 -07:00
Unknown W. Brackets
5ee4ba54b7
vertexjit: Use NEON loads for up to 8 weights.
2014-03-23 16:26:21 -07:00
Unknown W. Brackets
cb02d66d8f
vertexjit: Use NEON for prescale as well.
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Just to keep the VFP out of the picture.
2014-03-23 16:26:20 -07:00
Unknown W. Brackets
0dc881e9aa
vertexjit: Avoid the VFP more in some weight funcs.
2014-03-23 16:26:19 -07:00
Unknown W. Brackets
c5e5bed59d
vertexjit: Avoid skinning VFP switching.
2014-03-23 16:26:19 -07:00
Unknown W. Brackets
0048352318
vertexjit: Update some documentation.
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We currently never skin and morph at the same time.
2014-03-23 16:26:18 -07:00
Unknown W. Brackets
9cfb0782bf
vertexjit: Turn on NEON color morphs on ARM.
2014-03-23 16:26:17 -07:00
Unknown W. Brackets
4c48031724
vertexjit: Try to avoid a few more VFP switches.
2014-03-23 16:26:17 -07:00
Unknown W. Brackets
58fe022ecd
vertexjit: Avoid switching to VFP from NEON.
2014-03-23 16:26:17 -07:00
Unknown W. Brackets
a1301f5c4d
Log if any games are actually using s8 through.
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Not sure about z sign.
2014-03-23 16:26:16 -07:00
Unknown W. Brackets
154b0d14a5
vertexjit: Combine a few loads and stores on ARM.
2014-03-23 16:26:16 -07:00
Unknown W. Brackets
b55ad0d9c6
vertexjit: Improve NEON align on color morph ARM.
2014-03-23 16:26:15 -07:00
Unknown W. Brackets
9698a565b7
vertexjit: Implement NEON color morphs on ARM.
2014-03-23 16:26:15 -07:00
Unknown W. Brackets
a478436de9
vertexjit: Attempt 16-bit color morphs on ARM.
2014-03-23 16:26:15 -07:00
Unknown W. Brackets
29f9ea5df6
vertexjit: support 8888 morph on ARM.
2014-03-23 16:26:14 -07:00
Unknown W. Brackets
34747b7aa4
vertexjit: Support morph pos/norm on ARM as well.
2014-03-23 16:26:14 -07:00
Unknown W. Brackets
009c3ee3f7
vertexjit: Save S16-S31 registers in ARM.
2014-03-23 16:26:13 -07:00
Unknown W. Brackets
b04553b983
vertexjit: Fix non-morph 5551 decoding.
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Oops, it was just wrong before.
2014-03-23 16:26:13 -07:00
Unknown W. Brackets
f74b765ff3
Fix VLDM/VSTM encoding for D/Q regs.
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Now it is actually using ASIMD/NEON.
2014-03-23 16:26:13 -07:00
Unknown W. Brackets
ff2d5bb17e
Add a float->GP reg, fix VDUP for I_16.
2014-03-23 16:25:56 -07:00
Unknown W. Brackets
8056440ba1
Implement NEON register VMOVs.
2014-03-23 16:25:52 -07:00
Unknown W. Brackets
2b586b2a7a
Support other constant VMOVs on NEON.
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Float is especially useful.
2014-03-23 16:12:51 -07:00
Unknown W. Brackets
3e1cd5c161
Add a NEON VMOV imm encoding to the emitter.
2014-03-23 16:12:46 -07:00
Unknown W. Brackets
c0392e10be
Properly fail loading state when fonts don't match.
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It should fail later anyway, but this will prevent crashes just in case.
2014-03-23 13:03:33 -07:00
Unknown W. Brackets
3a376a0cd9
Fix exists check in VFSFileSystem::GetFileInfo().
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Only matters if it can't map the path / doesn't have the apk mapped (e.g.
as on headless right now.)
2014-03-23 13:01:52 -07:00
kaienfr
4de5e1b72f
Update MediaEngine.cpp
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auto s = p.Section("MediaEngine", 1, 3);
if (s >= 3){
p.Do(m_audioType);
}
else{
m_audioType = PSP_CODEC_AT3PLUS;
}
2014-03-23 20:28:39 +01:00
kaienfr
0238258129
Update MediaEngine.cpp
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Support both old and new savestate for mediaengin.cpp
2014-03-23 20:18:27 +01:00
Unknown W. Brackets
56b83af1f0
Don't use aligned loads in non-inlined funcs.
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I'm wanting things to stay in registers, but that's not realistic for
arguments. Force inline the others. May help #5699 .
2014-03-23 12:09:17 -07:00
kaienfr
88f6f0e4af
Update MediaEngine.cpp
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fix new feature in MediaEngine.cpp
2014-03-23 20:07:21 +01:00
Unknown W. Brackets
a26e6ce4b6
Minor improvements to QuickTexHashNEON().
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Cuts a VFP switch, oops.
2014-03-23 11:56:25 -07:00
Unknown W. Brackets
970dd4f2f8
Use vldmia not vld1 for QuickTexHashNEON().
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It turns out this is ~20% slower usually, so aligned is not worth the
pipeline hit.
2014-03-23 11:56:24 -07:00
kaienfr
b18252b2b5
Support audio playing (AT3, AT3+, Mp3, AAC)
2014-03-23 19:45:08 +01:00
Henrik Rydgard
b174996c1c
Add a conservative check that prevents alpha testing in a few cases.
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This will become really powerful if we add some code to the vertex decoder
to check for non-full alpha in the vertices, and set gstate_c.vertexFullAlpha if none
is found (probably want to do the reverse, set it to true and clear if any non-255 alpha is found).
Alpha testing is a performance killer on many mobile GPUs so big efforts to
avoid it can be worth it.
2014-03-23 16:32:38 +01:00
Henrik Rydgard
20d480a374
Minor GPU code cleanups
2014-03-23 16:32:38 +01:00
Unknown W. Brackets
542d04a96f
Add support in sceKernelPrintf for %p.
2014-03-23 08:14:50 -07:00
raven02
9b272cfc68
Do it inside inColon
2014-03-23 22:37:43 +08:00
Henrik Rydgård
66bf54ec4a
Merge pull request #5694 from sum2012/patch-10
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Fix disc0:/ vs. disc0: in path parsing
2014-03-23 10:09:50 +01:00
Henrik Rydgard
efa7ba5570
Set both Default-NAN and FZ on ARM. See comments.
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http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0274h/Babffifj.html
2014-03-23 10:07:20 +01:00
Henrik Rydgard
30b5e2879e
Add function to set both FZ and DefaultNaN on ARM.
2014-03-23 10:04:25 +01:00
sum2012
c208b17a75
Change to comment
2014-03-23 16:48:32 +08:00
Henrik Rydgård
941b8b4663
Merge pull request #5696 from unknownbrackets/texcache
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Use NEON for unswizzling, minor tweak to texcache
2014-03-23 09:45:36 +01:00
Unknown W. Brackets
2482b2a1e0
Use aligned NEON loads in texhash.
2014-03-22 21:58:50 -07:00
Unknown W. Brackets
b44d10a91e
Move texture unswizzling to decoder, use NEON.
2014-03-22 21:35:16 -07:00
sum2012
48b07d46bf
Remove entire block again
2014-03-23 12:15:23 +08:00
sum2012
0694e91fab
Remove entire block
2014-03-23 11:19:37 +08:00
sum2012
ba88be9172
Fix disc0:/ vs. disc0: in path parsing
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Fix Hot Pixel loading
2014-03-23 11:04:06 +08:00
Henrik Rydgard
8b92dcea47
Transform: Compute the "DCID" (draw call ID) incrementally instead of an extra pass.
2014-03-23 01:51:51 +01:00