Commit Graph
27588 Commits
Author SHA1 Message Date
Yifan Lu c5336d5817 Added printing of game save key to debug log when loading/saving 2014-03-22 16:13:30 +01:00
Henrik Rydgård 98165b599f Merge pull request #5653 from unknownbrackets/armjit-minor
Minor armjit optimizations, fix B/BL encoding
2014-03-22 16:05:59 +01:00
Henrik Rydgård 6aa20ac482 Merge pull request #5665 from unknownbrackets/savedata
Fix SIZES savedata mode + minor logging
2014-03-22 16:05:44 +01:00
Henrik Rydgård cb705f5702 Fix CMake build 2014-03-22 15:18:01 +01:00
Henrik Rydgård 8c33c6aa09 Fix build for x86 android etc. 2014-03-22 15:17:14 +01:00
Henrik Rydgard bc121242b3 Use fast_math matrix multiplication for culling and sw transform 2014-03-22 14:40:09 +01:00
Henrik Rydgård 98da5144ef Merge pull request #5612 from raven02/patch-27
Shade mapping fix
2014-03-22 14:37:22 +01:00
Henrik Rydgard cbc46be3f9 Update version to 0.9.8 v0.9.8 2014-03-22 11:58:53 +01:00
Henrik Rydgard abaf306554 Update lang 2014-03-22 10:00:58 +01:00
Henrik Rydgard 811bc13beb Have fast_matrix_mul_4x4_sse accept unaligned matrices 2014-03-22 09:41:25 +01:00
Unknown W. Brackets 66f501b981 Avoid an invalid enum on GLES2 texture creation.
My device logs an error, which I'm guessing has perf impact.
2014-03-22 09:34:22 +01:00
Henrik Rydgard c8e719e165 Inline ADSREnvelope::Step (thanks @unknownbrackets)
(Some compilers want it declared inline in the header too)
2014-03-22 09:31:09 +01:00
Henrik Rydgard f4db725400 Remove redundant call to ReplaceAlphaWithStencil 2014-03-22 09:28:45 +01:00
Henrik Rydgard ba5d88e9d6 Fix bug in FastLoadBoneMatrix where the wrong uniform could be dirtied 2014-03-22 09:27:43 +01:00
Henrik Rydgard 9a49f564ce fast_math: SIMD function library that can select to use NEON at runtime.
Only contains one function so far: fast_matrix_mul_4x4. C, SSE, and NEON impls.
2014-03-22 00:31:10 +01:00
Henrik Rydgard 0b673719c2 Crashfix for software renderer in 32-bit (SSE misalignment) 2014-03-22 00:12:21 +01:00
Henrik Rydgard d7b0287e7a Make a string translatable in tilt settings dialog 2014-03-20 00:29:34 +01:00
Henrik Rydgard 2f833a52cc Update README for v0.9.8 2014-03-19 18:09:43 +01:00
Henrik Rydgard e4b0a1ed51 Update native with workaround for #5648 (immersive mode volume key issue) 2014-03-19 18:04:45 +01:00
Henrik Rydgard 6b8a8a6c8d Restore immersive mode after volume change (android bug workaround) 2014-03-19 18:03:33 +01:00
Henrik Rydgard fd13338339 Update native with improvement to kb nav fixing #5680 2014-03-19 16:16:03 +01:00
Henrik Rydgard 7c2ff2557d UI: Improve scoring function for directional keyboard nav 2014-03-19 16:15:33 +01:00
Henrik Rydgard 1a854a5ae6 Improve logging in sceSasSetVoice 2014-03-19 15:34:38 +01:00
Henrik Rydgard 715675ea5d Update lang 2014-03-19 11:17:54 +01:00
Henrik Rydgard 27bcb570c0 Workaround for #5652: Force size to 0 if negative.
Should be fairly safe, and passes tests nicely.
2014-03-19 11:15:01 +01:00
Unknown W. Brackets 1e1ebb3dbf Execute android profiler on Exit. 2014-03-18 23:55:17 -07:00
Unknown W. Brackets a8a299c2e3 Fix ToRGB/ToRGBA possible accuracy loss.
It was always like this, but not used as much before.  Shifts are fast and
it eneds to sum anyway, there should not be any benefit to multiplying as
floats, and it will probably lose accuracy.
2014-03-18 22:56:27 -07:00
Henrik Rydgård 44e9484942 Merge pull request #5677 from unknownbrackets/perf
Minor perf improvements to software transform
2014-03-18 09:21:41 +01:00
Unknown W. Brackets 678237aa6c Improve SSE usage in software transform.
It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help.  Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00
Unknown W. Brackets 416df17088 Inline From/ToRGB(A) to avoid losing SSE.
Otherwise it has to store it, which I'd like to avoid.
2014-03-17 23:03:04 -07:00
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
Henrik Rydgård 800e2160ea Merge pull request #5675 from unknownbrackets/softgpu
Just add a packed version of Vec3f
2014-03-17 15:05:21 +01:00
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
Henrik Rydgård 8cd8521294 Merge pull request #5671 from unknownbrackets/perf
Optimize some 4444/8888 color conversions
2014-03-17 10:32:18 +01:00
Unknown W. Brackets 38d0bac1df Optimize some 4444/8888 color conversions.
Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
Henrik Rydgård 4bea9035ee Merge pull request #5670 from unknownbrackets/softgpu
Use SSE in the softgpu to improve perf
2014-03-17 09:13:55 +01:00
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