Commit Graph
255 Commits
Author SHA1 Message Date
Unknown W. Brackets 233f13bb8e Fix a GetPointer() in softgpu when debugging.
Should just bail without a texture bound.
2014-05-11 10:58:33 -07:00
Unknown W. Brackets 4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
Unknown W. Brackets 22a80fb7be softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
sum2012 fa1b65fd59 Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgard 0b673719c2 Crashfix for software renderer in 32-bit (SSE misalignment) 2014-03-22 00:12:21 +01:00
Unknown W. Brackets 1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -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 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 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 a843cbd580 Shrink the very common sceKernelThread.h include. 2014-03-15 11:44:02 -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
chinhodado aae9d43e7d remove some redundant brackets 2014-02-22 23:26:20 -05:00
chinhodado 9bd07d4c9c remove a redundant assignment 2014-02-22 23:08:26 -05:00
chinhodado d110d4e3cf change to correct enums 2014-02-20 21:29:00 -05:00
Unknown W. Brackets e7eca477b0 Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00
Unknown W. Brackets d2108a962e Switch from USING_GLES2 to MOBILE_DEVICE.
Still using USING_GLES2 for, well, GLES2.  But for things that are really
about mobile, we need a new define.  Devices are coming that don't use
GLES2.
2014-02-08 16:37:58 -08:00
Unknown W. Brackets 5a7d400f4b softgpu: Fix lines drawn upward or leftward. 2014-01-19 23:32:53 -08:00
Unknown W. Brackets 8271ec1a55 softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
Unknown W. Brackets 74c1b21b59 softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines.  Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
Unknown W. Brackets 4bb6a77519 softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
Unknown W. Brackets 8f5fc4f079 softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
Unknown W. Brackets e216032a8c softgpu: Separate out texturing logic.
This way it can be applied to other primitives.  But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02andUnknown W. Brackets 4c25bb0365 softgpu: Let's try doubling before alpha blend.
Fixes #5122.
2014-01-18 19:58:28 -08:00
Unknown W. Brackets 08eecba6ba softgpu: Refactor pixel drawing to avoid code dup. 2014-01-18 19:57:12 -08:00
Unknown W. Brackets 01090f4ce7 softgpu: Respect the texture filering option.
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
Unknown W. Brackets b95f9cf9d1 softgpu: Don't call rectangles quads.
GLES has quads and they work pretty differently.
2014-01-18 16:39:07 -08:00
Unknown W. Brackets b9f4cc4481 Double colors only when texturing, and after test.
Per tests.
2014-01-12 11:45:29 -08:00
Unknown W. Brackets 4ea4554ddf softgpu: detect a vram-relative display addr. 2014-01-11 09:51:32 -08:00
Unknown W. Brackets 55fe5a950e softgpu: rotate uvs in throughmode. 2014-01-11 09:51:09 -08:00
Tony Wasserka 4c720ee375 softgpu: Fix typo in TransformUnit. 2014-01-02 02:10:12 +01:00
Henrik Rydgård e5e17fbc6e More include cleanup. Hoping for very slightly faster compile times.. 2013-12-30 10:49:05 +01:00
Henrik Rydgård 87f203a5b8 More include untangling 2013-12-29 23:44:35 +01:00
Unknown W. Brackets 8f73ae07c0 softgpu: Fix preview region y1 in ge debugger. 2013-12-29 13:45:10 -08:00
Unknown W. Brackets 473fb866e6 softgpu: Implement vertex preview.
And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets eb0ea71f24 softgpu: Use region for debugger buffer previews.
It's fine if it resizes or etc., but this should generally be the
interesting area of vram to show, without any confusing noise on the
side/etc.
2013-12-29 13:02:04 -08:00
Unknown W. Brackets 9f86959826 Fix typesafety (ScreenCoords not DrawingCoords.) 2013-12-29 12:59:26 -08:00
Unknown W. Brackets 25bc394284 Ignore the material update flag w/o vertex color.
Instead of using materialambient for all of them.

Fixes #3918, and seems to match tests with 3dstudio.
2013-12-29 12:57:30 -08:00
Henrik Rydgard 3ed7c6d48f SoftGPU: Display at correct aspect ratio independent of window size. 2013-12-17 09:02:54 +01:00
Unknown W. Brackets b1d78020c4 softgpu: Keep track of frame dirty for frameskip.
But only when frameskip is enabled.  Let's always draw in case of pixel
poking when it's off.
2013-12-15 14:32:04 -08:00