Unknown W. Brackets
dc09875eca
Refactor s8/s16 to float conversion.
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It's pretty much all done the same way. Note that normals have always
been a little inconsistent between 127/128 and 32767/32768. But it's
probably not causing a major impact...
2014-08-18 00:47:50 -07:00
Unknown W. Brackets
385df1c54e
Force positions to scale by 128/32768 as psp does.
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This makes everything use floats for positions. On some hardware/drivers,
this may be faster. On some it may be slower. We'll need testing to see
the performance impact.
Fixes Final Fantasy 4's pos misalignments, and probably others (like
Tekken 5 I suspect.)
2014-08-17 14:31:49 -07:00
Unknown W. Brackets
5d76778b31
Use an unsigned compare for x86 vertexalpha check.
2014-05-04 09:58:58 -07:00
Unknown W. Brackets
ff25b9d20e
Oops, the vertexdecoder should read vertex alpha.
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Copy/paste mistake... ugh.
2014-05-04 09:05:45 -07:00
Unknown W. Brackets
f05f8c7b12
Fix alpha channel in 565 morph on x86.
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Shuffling is annoying, just do it on the other side. Fixes #5784 .
2014-04-02 10:10:42 -07:00
Unknown W. Brackets
27550a2336
Update some flags in GLES_GPU.
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It's useful to know if we need to have a correct PC value or downcount.
2014-03-29 14:10:35 -07:00
Henrik Rydgard
94c1e56d9b
Merge branch 'gpu-minor' of github.com:unknownbrackets/ppsspp into unknownbrackets-gpu-minor
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Conflicts:
GPU/GLES/VertexDecoder.cpp
2014-03-29 10:15:57 +01:00
Unknown W. Brackets
6b606aa124
vertexjit: Fix some stupid mistakes in x86 morph.
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Good to have somewhere to test it properly.
2014-03-29 00:15:35 -07:00
Henrik Rydgard
97e7270ec9
Merge branch 'unknownbrackets-vertexalpha' into avoid-alpha-test
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Conflicts:
GPU/GLES/VertexDecoderX86.cpp
2014-03-24 11:27:45 +01:00
Henrik Rydgard
2c76e6d023
Correctly keep track of "full alpha" in vertices (x86 jit only).
2014-03-24 11:19:44 +01:00
Unknown W. Brackets
604160f60c
Switch to fullAlphaReg not hasAlphaReg.
2014-03-24 01:27:13 -07:00
Unknown W. Brackets
61f5d3d360
Initial stab at tracking vertex alpha.
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Not sure what efficient method to use on x86...
2014-03-24 01:26:55 -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
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
29f9ea5df6
vertexjit: support 8888 morph on ARM.
2014-03-23 16:26:14 -07:00
Unknown W. Brackets
632eec38e8
vertexjit: Use SSE4.1 where available on x86.
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Just because we can.
2014-03-22 16:11:16 -07:00
Unknown W. Brackets
5d04f123b9
vertexjit: A couple more tweaks to morph on x86.
2014-03-22 15:56:30 -07:00
Unknown W. Brackets
12c2683fb8
vertexjit: Cut a few more instrs from x86 morph.
2014-03-22 15:56:30 -07:00
Unknown W. Brackets
0da5caf11a
vertexjit: Cut a few instrs from morph on x86.
2014-03-22 15:56:30 -07:00
Unknown W. Brackets
162f229294
vertexjit: Support the color morphs on x86.
2014-03-22 15:56:29 -07:00
Unknown W. Brackets
38d0bac1df
Optimize some 4444/8888 color conversions.
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Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
Unknown W. Brackets
fb63dad54e
vertexjit: Implement Morph pos/nrm variants on x86.
2014-03-02 20:11:40 -08:00
Henrik Rydgård
79549e4acc
PosS16Through: Treat Z as unsigned.
2014-02-13 11:59:47 +01:00
Unknown W. Brackets
2347498667
x86jit: Use templates to avoid some void * casts.
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Makes it a bit cleaner and potentially safer.
2014-01-18 09:57:13 -08:00
Henrik Rydgård
9aa0c9a489
Minor x86 optimizations
2013-11-26 18:23:08 +01:00
Henrik Rydgard
17c9e0d172
x86 vtxjit: Use MOVZX to avoid loading too many bits when loading 16-bit colors.
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Probably doesn't fix anything but more correct.
2013-11-26 14:30:32 +01:00
Henrik Rydgard
acb3994172
Split VertexDecoder into files for ARM and x86, got too large.
2013-11-24 15:58:15 +01:00