Commit Graph
1722 Commits
Author SHA1 Message Date
Henrik Rydgård 5886ccffdc Merge pull request #4441 from unknownbrackets/vertex-decoder-jit
Force 5 byte jumps to avoid jump target issues (vertex jit, x86)
2013-11-04 01:25:40 -08:00
Unknown W. Brackets 06194ac261 Add 5551 conversion to the arm vertexjit. 2013-11-04 00:47:05 -08:00
Unknown W. Brackets 16dcf807a8 Add 565 conversion to arm vertexjit. 2013-11-03 21:58:26 -08:00
Unknown W. Brackets ab17d659cf Implement 4444 conversion in arm vertexjit.
Seems to help Dissidia a bit.
2013-11-03 21:58:26 -08:00
Unknown W. Brackets bfda36efff Don't subtract nrmoff in arm vertexjit. 2013-11-03 21:57:55 -08:00
Unknown W. Brackets a1fa65f631 Stupid typos, broke 4444 and 565. 2013-11-03 18:43:24 -08:00
Unknown W. Brackets d5337edf1f Force 5 byte jumps to avoid jump target issues.
Some with 16-bit colors were too far.
2013-11-03 17:17:04 -08:00
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
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
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
danyalzia 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