Unknown W. Brackets
876c8cd368
softgpu: Fix PixelFuncID size.
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Oops, can't use unions in bitfields. Also improve typesafety.
2021-11-21 09:40:13 -08:00
Unknown W. Brackets
28bc91bd79
softgpu: Add func to tersely name pixel funcs.
2021-11-21 08:23:32 -08:00
Unknown W. Brackets
f8bc6e5b9e
softgpu: Template draw pixel on fb format.
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This introduces a small 5-10% perf improvement.
2021-11-21 08:23:32 -08:00
Unknown W. Brackets
09dc38080a
softgpu: Move draw pixel code to separate file.
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This separates things better anyway. No major perf impact.
2021-11-21 08:23:32 -08:00
Henrik Rydgård
824805ec1e
Merge pull request #15154 from unknownbrackets/softjit
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Use a pixel func ID in software rendering
2021-11-21 10:50:06 +01:00
Unknown W. Brackets
e2f0713cc2
softgpu: Clamp and round fog by mantissa bits.
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This matches hardware calculated fog values much better.
2021-11-20 20:54:52 -08:00
Unknown W. Brackets
9abf2a4725
softgpu: Confirm mask doesn't hit stencil REPLACE.
2021-11-20 18:53:51 -08:00
Unknown W. Brackets
aa3786ed21
softgpu: Force off alpha blend if uselessly on.
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This is a simple optimization to prevent some work games sometimes waste.
2021-11-20 15:27:04 -08:00
Unknown W. Brackets
26378f9c89
softgpu: Specialize sprite based on pixel func ID.
2021-11-20 15:27:04 -08:00
Unknown W. Brackets
f7a31c992d
softgpu: Use pixel func ID to draw pixels.
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This just reduces reliance on gstate directly, and should help keep things
consistent.
2021-11-20 15:27:04 -08:00
Unknown W. Brackets
953200c995
softgpu: Add func to calculate pixel func ID.
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This normalizes some things, and eventually can be used for a jit key.
2021-11-20 15:27:04 -08:00
Unknown W. Brackets
b6bdd69572
softgpu: Clear by dividing out subpixel first.
2021-11-15 06:26:11 -08:00
Unknown W. Brackets
f802c3bc6d
softgpu: Add some comments and cleanup.
2021-11-15 06:09:12 -08:00
Unknown W. Brackets
babd63c644
softgpu: Tune thread minimums better.
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Darkstalkers seems more sensitive to these than many other games, this
improves performance more.
2021-11-14 18:44:30 -08:00
Unknown W. Brackets
66f635cba0
sfotgpu: Use threads to apply clears.
2021-11-14 18:31:46 -08:00
Unknown W. Brackets
2ab7499d8d
softgpu: Combine sliced rectangles.
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This mostly affects clears, and reduces overhead. Only about 2%
improvement, but it's a small change.
2021-11-14 18:31:46 -08:00
Unknown W. Brackets
0281e2f017
softgpu: Split out rectangle path for combining.
2021-11-14 18:31:46 -08:00
Unknown W. Brackets
9545e3b0e2
softgpu: Fixup range cull for fans and fast path.
2021-11-14 18:31:45 -08:00
Unknown W. Brackets
fb6fadbbb7
softgpu: Fast path rectangles as fans.
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Some games, such as Legend of Heroes III, use fans instead of strips.
2021-11-14 18:31:45 -08:00
Unknown W. Brackets
09a9927b82
softgpu: Use range loops for sprite fast path.
2021-11-14 18:31:45 -08:00
Unknown W. Brackets
55cde6bd6a
softgpu: Check flat z in fast path.
2021-11-14 12:27:39 -08:00
Unknown W. Brackets
361c8f966c
softgpu: Fast path triangles without textures.
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The fast path may still be useful in this case.
2021-11-14 12:27:39 -08:00
Unknown W. Brackets
5bb6245b1f
softgpu: Fix leaked range flag on cull.
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Fixes some backgrounds in Final Fantasy 4, probably others.
2021-11-14 08:43:52 -08:00
Unknown W. Brackets
f66e243727
softgpu: Correct scissor for pixel centers.
2021-11-07 11:19:41 -08:00
Unknown W. Brackets
8db2d37e64
softgpu: Fix depth cull in softgpu.
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Was improperly skipping cull for positive Z.
2021-11-05 21:38:13 -07:00
Unknown W. Brackets
fe440d40e5
softgpu: Clip full weighted Z without truncating.
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In case wsum_recip is nan or similar, we want to make sure we still
properly clip to minz/maxz.
2021-11-05 21:36:38 -07:00
Unknown W. Brackets
f03fa2b0b8
softgpu: Improve accuracy of line drawing.
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Needs higher precision to change pixel at the right time.
This makes the lines in Persona 1 look right, see #3871 .
2021-11-04 00:11:09 -07:00
Unknown W. Brackets
b1009f70f9
softgpu: Allow end coordinate at bounds.
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Oops, was excluding some valid usage that wouldn't wrap.
2021-09-30 06:33:25 -07:00
Unknown W. Brackets
953916a842
softgpu: Avoid fast path for clamp/wrap cases.
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It doesn't clamp or wrap, and those are uncommon for the fast path.
Fixes #14951 .
2021-09-29 19:19:21 -07:00
Unknown W. Brackets
08816a544d
softgpu: Implement DXT5 in samplerx86.
2021-09-12 17:17:09 -07:00
Unknown W. Brackets
c4de5bfb9f
softgpu: Implement DXT3 in samplerx86.
2021-09-12 14:53:55 -07:00
Unknown W. Brackets
ee9d19430f
softgpu: Implement DXT1 decoding in samplerx86.
2021-09-12 13:57:28 -07:00
Unknown W. Brackets
a0eeb52444
softgpu: Decode DXT texels directly.
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This improves performance a lot compared to decoding the whole block.
Eventually we may implement a cache, but threading makes that complex to
make properly fast.
2021-09-12 09:37:34 -07:00
Unknown W. Brackets
121c56e6db
softgpu: Clip only on -Z, cull if entirely outside.
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This is important for several issues, like #12058 or #12060 , where
something is drawn entirely outside valid Z, and should be culled.
2021-09-09 20:13:42 -07:00
Unknown W. Brackets
0b73c1ce83
softgpu: Correct guardband cull behavior.
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Culling is based on whether clipping happens, not whether clamping
happens. This is important for issues like #12348 .
2021-09-09 20:05:41 -07:00
Unknown W. Brackets
b5ba469826
softgpu: Prevent pixel gaps when drawing sprites.
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If you end a sprite at 255.9, it draws the pixel at 255. This uses the
same logic to handle that as in the triangle path.
2021-09-06 22:05:39 -07:00
Unknown W. Brackets
7addc18a6b
softgpu: Avoid overflow infinite loop.
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For certain large values, it would overflow and continue looping
endlessly.
2021-09-05 23:24:08 -07:00
Henrik Rydgård
3be5c7bd9a
Make the minimum items per thread explicit. Found some bugs, optional arguments are evil.
2021-06-12 21:21:28 +02:00
Henrik Rydgård
73871b9b7e
Implement new thread manager, port stuff to it.
2021-06-12 13:03:53 +02:00
Unknown W. Brackets
3304814fd6
GPU: Minor cleanup duplicate header/conditions.
2021-05-08 09:12:22 -07:00
Unknown W. Brackets
de46b0998a
GPU: Correctly initialize HW tessellation support.
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Oops, shouldn't call a virtual in a constructor.
2021-05-08 09:10:23 -07:00
Unknown W. Brackets
8a8328c431
Common: Move ColorConv to a more appropriate place.
2021-05-01 11:20:05 -07:00
Unknown W. Brackets
ee749804fc
Debugger: Note GPU block transfer src as well.
2021-04-03 18:11:44 -07:00
Unknown W. Brackets
4178f09e57
Build: More consistently avoid _M_ defines.
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We use PPSSPP_ARCH in several places already, this makes it more complete.
2021-03-02 21:49:21 -08:00
Unknown W. Brackets
d9aecffd72
Build: Remove old ARM define.
2021-03-02 21:26:03 -08:00
Henrik Rydgård
0facd4d4a6
Merge pull request #14230 from unknownbrackets/texreplace
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Support texture replacement filtering overrides
2021-02-28 18:09:38 +01:00
Unknown W. Brackets
2f63f9999d
GPU: Normalize 0 to 1 always in software lighting.
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See #14167 . This seems to be consistent.
2021-02-27 23:51:45 -08:00
Unknown W. Brackets
fb3ad1df4b
Replacement: Read in texture filtering overrides.
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If you're replacing, you can know more information about linear safety for
tests.
2021-02-27 17:16:16 -08:00
Henrik Rydgård
2f3bc2d373
Merge pull request #14056 from unknownbrackets/debugger-mem
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Track memory allocations and writes for debug info
2021-02-21 10:18:11 +01:00
aliaspider
9a3e5879bb
Global: Correct many endian types and casts.
2021-02-18 22:25:24 -08:00