Commit Graph
44 Commits
Author SHA1 Message Date
Henrik Rydgård 345a4ccf0e Merge pull request #4487 from unknownbrackets/perf
Texture cache hashing tweaks, disable second cache on mobile
2013-11-09 17:30:40 -08:00
sum2012 e4b68099e0 Attempt to fix Colin Mcrae Dirt 2 Crash correctly
#4482
2013-11-10 08:23:31 +08:00
Unknown W. Brackets fa79d7f13c Handcode the non-NEON texcache hash as well on ARM.
Well, it could be a better algorithm, but at least this uses LDMIA.
2013-11-09 14:51:23 -08:00
Unknown W. Brackets 2dfa2379f4 Rewrite QuickTexHashNEON directly in asm.
Seems like gcc couldn't optimize it to this.
2013-11-09 12:54:55 -08:00
Henrik Rydgard 497915141b Revert to normal for loop in the index generator, the < 3 case gets taken care of properly. Just existing caused some issues. 2013-11-09 19:33:40 +01:00
sum2012 886fcdd0b1 Fix Colin Mcrae Dirt 2 Crash
#4482
2013-11-10 02:23:22 +08:00
Henrik Rydgard 9a51d25279 Minor optimization in IndexGenerator::AddStrip. 2013-11-08 12:43:47 +01:00
Unknown W. Brackets e435b81281 Optimize IndexGenerator::AddPrim() funcs for MSVC.
Reduces profile from ~5.4% to ~1.6% (with vertex cache off) in
Senjou no Valkyria 3.  Similar to the TranslatePrim() funcs.
2013-11-04 22:49:28 -08:00
Unknown W. Brackets 64e977db08 Improve the non-NEON tex hash path on ARM.
This generates better looking disassembly, though a small change.
2013-11-03 07:43:10 -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
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
Sacha bb8e364086 Fix shader path. 2013-10-28 15:46:12 +10:00
Henrik Rydgard 3a787f46a5 Hide shaders we can't run on GLES2 2013-10-23 22:58:21 +02:00
Henrik Rydgard 7d8aed096a Add proper support for upscaling shaders, add Spline36 upscaling
Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...

This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00
Unknown W. Brackets 9a9aa5b194 Fix initialization order warnings. 2013-10-19 14:57:45 -07:00
Sacha eb19a8b869 Include shaders in the installable packages for Blackberry, Symbian, Meego. 2013-10-17 14:29:34 +10:00
Unknown W. Brackets 775c37f387 Override shaders by name. 2013-10-12 16:48:06 -07:00
Unknown W. Brackets 74db6d4e26 Load custom shaders from ms0:/PSP/shaders/. 2013-10-12 16:44:46 -07:00
Henrik Rydgard 33acec8263 Actually, don't ignore the first section of postshader ini files - if there's no comment there, it won't exist. 2013-10-12 02:13:51 +02:00
Henrik Rydgard e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard cd57e8a09d Forgot that you should never walk arrays with member variables, throws off the MSVC optimizer (probably a pointer aliasing issue) 2013-10-07 21:35:22 +02:00
Henrik Rydgard 4751dd631c Some more IndexGenerator optimization just for kicks 2013-10-07 21:13:52 +02:00
Henrik Rydgard af46d17b94 Optimize index generator 2013-10-07 20:15:00 +02:00
Unknown W. Brackets 31171cc044 Grab the stencil buffer in softgpu debugging. 2013-10-07 00:50:15 -07:00
Unknown W. Brackets ff0e9cf32d Make it possible to flip flags in the ge debugger. 2013-10-06 22:17:56 -07:00
Unknown W. Brackets 3af88b1e4e Show the stencil buffer properlyish in ge debugger. 2013-10-06 22:17:55 -07:00
Unknown W. Brackets 2eb10c3b3f Add basic GetCurrentTexture() to softgpu. 2013-10-05 11:37:14 -07:00
Unknown W. Brackets 14efcbcc9b Add an interface to grab the depth/stencil buffers.
Not sure yet how to show in UI, not well tested...
2013-09-28 02:23:07 -07:00
Unknown W. Brackets 81e71dd8d7 Add a way to get to the current texture as well. 2013-09-27 22:46:08 -07:00
Unknown W. Brackets 75f2995f25 Move some texture deindexing to GPU/Common/. 2013-09-27 22:46:07 -07:00
Unknown W. Brackets b4b0b33f57 Move DXT decoding to GPU/Common/. 2013-09-27 22:46:06 -07:00
Henrik Rydgard 4cba4efbba Try to fix scaling of generated UV texcoords on splines. 2013-09-24 14:14:05 +02:00
Unknown W. Brackets 6a313ac204 Support flipped and not flipped buffers. 2013-09-22 22:37:37 -07:00
Unknown W. Brackets 6af44910c1 Add an interface to return the current framebuffer. 2013-09-22 19:03:31 -07:00
Unknown W. Brackets 3787471791 Add some initial methods to GPUDebugInterface. 2013-09-22 10:22:33 -07:00
Unknown W. Brackets eabd8b5302 Add GPU debugging hooks to Host, not yet in use. 2013-09-22 08:14:55 -07:00
Henrik Rydgard 82e5787bbe Preparation for proper spline/bez: Convert control points to a simple format.
The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
raven02 96619f6cb1 Missing comma at the end of line 2013-09-19 19:32:53 +08:00
raven02 ec6170d593 Regression fix #3797 - DXT1/3/5 texture bufw 2013-09-19 11:06:12 +08:00
Ced2911 b7aa10efc7 [gpu] move GetIndexBounds to common 2013-09-16 17:04:06 +02:00
Unknown W. Brackets f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00
Sacha 996c47a9b9 Buildfix. 2013-09-16 01:26:29 +10:00
Henrik Rydgard cc6681cd0b Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.

Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00