Commit graph

2573 commits

Author SHA1 Message Date
Henrik Rydgard
6bc9a525f8 Spline: remove n and m, confusing 2015-04-16 18:14:46 +02:00
Unknown W. Brackets
be7d1d1169 Add a bit of a hack for smaller framebuf memcpys.
Hopefully this doesn't false-positive in any other games.  Helps Valkyrie
Profile's battle entry effect.
2015-04-12 11:05:28 -07:00
Unknown W. Brackets
fa85229d3d Use a temporary for more code clarity.
Static analysis thinks there are typos here.  Temporary is clearer and
possibly faster depending on compiler intelligence.
2015-04-10 11:48:45 -07:00
Henrik Rydgard
a19ea78b4b Consolidate the texture scaler code. 2015-04-08 22:52:49 +02:00
Henrik Rydgard
c2cf2bd97e Move some more color conversion functions to ColorConv 2015-04-08 22:52:47 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Henrik Rydgård
a67f009679 Merge pull request #7668 from hrydgard/consolidate-spline
Consolidate spline code
2015-04-08 22:20:55 +02:00
Henrik Rydgard
058499e5bf De-dupe the spline code 2015-04-08 21:44:54 +02:00
Henrik Rydgard
2002576e9d DrawEngineCommon: Make it possible to call Flush from shared code. 2015-04-08 21:37:54 +02:00
Henrik Rydgard
ed8a3eaf6d Move the vertex decoder cache into DrawEngineCommon 2015-04-08 21:35:00 +02:00
Unknown W. Brackets
10626e356d Avoid a potential divide by zero. 2015-04-08 11:57:59 -07:00
Henrik Rydgård
d0b35e88a2 No need to generate a zero register.. 2015-04-06 18:13:46 +02:00
Henrik Rydgård
a7b7fedc9f Cleaup. Add a missing vertex dec func. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
4bd95b0cb7 ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games.. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
459ba28655 ARM64: SW skinning runs without crashing but is broken. 2015-04-06 18:13:44 +02:00
Henrik Rydgård
f937b4b74b ARM64 vtxdec: Basic implementation of the 16-bit color formats 2015-04-06 18:13:43 +02:00
Henrik Rydgård
597595f279 ARM64: Start implementing soft-skinning. Disabled for now, needs work. 2015-04-06 18:13:43 +02:00
Henrik Rydgård
a710abb58b A bunch more vertex decoder funcs 2015-04-06 18:13:41 +02:00
Henrik Rydgård
fbaffdceab Remove some outdated comments, minor stuff 2015-04-06 18:13:36 +02:00
Henrik Rydgard
ff758f58ad ARM64: The Return of the Pointer Truncator - The Movie 2015-04-06 18:13:26 +02:00
Henrik Rydgard
db0fd1042f Add "Arm64EmitterTest" which can run on startup to play around with instructions. 2015-04-06 18:13:26 +02:00
Henrik Rydgard
1e9fdf08c5 Temporarily disable vertexjit 2015-04-06 18:13:23 +02:00
Henrik Rydgard
5496b3d3b1 ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/ 2015-04-06 18:13:20 +02:00
Henrik Rydgard
a12e448fb4 ARM64: Stub vertex decoder jit, implementing just enough for the cube.elf cube. 2015-04-06 18:13:18 +02:00
Henrik Rydgard
b309c83973 Initial work on ARM64, based on the ARM jit. 2015-04-06 18:13:01 +02:00
Unknown W. Brackets
7e0489c83e Keep better track of framebuf usage flags. 2015-03-14 15:21:58 -07:00
Unknown W. Brackets
39cb74a8d3 Simplify transform in throughmode/sw (rectangles.)
This should make it a bit faster, a bit less work.
2015-03-08 13:12:13 -07:00
Unknown W. Brackets
a04af187ea Fix 16-bit indexed rectangles.
This was causing us to draw double the rectangles.  8-bit indexed
rectangles are already correct.
2015-03-07 19:52:09 -08:00
Unknown W. Brackets
818627801d Fix newlines in old merge, oops.
This is now showing up in git because I touched it, and it's got the wrong
newlines.  Just making it go away.
2015-03-01 18:35:28 -08:00
Unknown W. Brackets
105087d367 dx9: Swap depal bgra in shader.
We don't swap palettes anymore, except in the shader.
2015-03-01 11:28:06 -08:00
Unknown W. Brackets
1dfecbf2b8 d3d: Actually upload the clut texture. 2015-03-01 11:27:28 -08:00
Henrik Rydgard
78190f3e8c DX9: Hook up the depalettize code. Doesn't work yet though. 2015-03-01 11:24:45 -08:00
Henrik Rydgard
0c9f541a43 Move depalettize-shader generator to Common 2015-03-01 11:15:27 -08:00
Chin
37f50a3792 Change to pass some arguments by reference 2015-03-01 16:49:00 +01:00
Henrik Rydgard
aeb03d1bc9 Workaround for crash in Pangya Fantasy Golf reported in #6398
(Simple sanity check when decoding software skinned vertices)
2015-03-01 15:33:34 +01:00
Unknown W. Brackets
b25c2de369 Allow block transfers from 0 that are too tall.
Hopefully this is safe.
2015-02-28 01:28:53 -08:00
Unknown W. Brackets
6294ecf64b Prevent GE debugger crash on bad vertex addr. 2015-02-27 20:45:21 -08:00
Henrik Rydgård
3bf86dc340 Merge pull request #7513 from unknownbrackets/spline-minor
Improve spline performance
2015-02-26 21:56:31 +01:00
Unknown W. Brackets
945ff359b2 Detect SSE4.1 support better when compiling. 2015-02-25 19:53:31 -08:00
Unknown W. Brackets
647e841959 Use SSE in spline value generation too. 2015-02-25 19:51:10 -08:00
Unknown W. Brackets
588efa5a71 Use SSE4.1, if available, for spline normals. 2015-02-25 19:28:52 -08:00
Unknown W. Brackets
f070d6f5ed Use SSE when generating spline normals. 2015-02-25 19:22:48 -08:00
Unknown W. Brackets
29e6197e6f Floor float z coords in throughmode.
Fixes #6766 in 32-bit mode only.
2015-02-22 21:04:48 -08:00
Unknown W. Brackets
8e19f568d7 Optimize spline weighting using SSE and templates.
Makes the Thundaga spell much more survivable on a i7, at least.
2015-02-22 13:24:48 -08:00
Henrik Rydgard
2290a6165e Try to fix glitch reported in #7457 in PHOTOKANO 2015-02-12 11:44:06 +01:00
Henrik Rydgard
96ecb9a160 IndexGenerator: Add back a line that got lost in af46d17b 2015-02-11 21:55:05 +01:00
Peter Tissen
6f2962e0c3 make sure all the counters are increased by the correct value 2015-02-02 22:30:47 +01:00
Peter Tissen
4a150bead7 don't try to access past the number of vertices when drawing rectangles 2015-02-02 22:08:33 +01:00
Henrik Rydgard
033798c796 Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
2015-01-29 16:04:00 +01:00
Henrik Rydgard
f55e0abc93 Experiment, trying to fix #7336: Make sure that a clear is the very first thing to happen in a frame.
Also a minor warning fix.
2015-01-26 00:25:48 +01:00