Commit graph

1160 commits

Author SHA1 Message Date
Unknown W. Brackets
3f3e0ea8cf softjit: Optimize typical alpha/depth test.
Messed with SSE4 then realized there's no point, just use SHR.
2021-11-26 08:21:14 -08:00
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6644c4225c softjit: Apply logic ops. 2021-11-26 08:21:14 -08:00
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961273fcf5 softjit: Apply color write mask. 2021-11-26 08:21:14 -08:00
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a49a189962 softjit: Refactor color conv to dedicated funcs.
Will use this for masking too.
2021-11-26 08:21:14 -08:00
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2b4b4ae064 softjit: Add config setting to enable/disable.
Also use it for samplerjit.
2021-11-26 08:21:14 -08:00
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edb21b57bb softjit: Initial color write.
At this point, it's used in some areas in some games.
Alpha blending is the main unimplemented path, then logic/masking.
2021-11-26 08:21:13 -08:00
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0e63b357b3 softjit: Add dithering. 2021-11-26 08:21:13 -08:00
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bd99448863 softjit: Keep x and y args for dither.
But let's still special case the 512 path, since it's so common.
2021-11-26 08:21:13 -08:00
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5ee4bdbe05 softjit: Depth and stencil testing. 2021-11-26 08:21:13 -08:00
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f3f32cebeb softjit: Optimize some imm sizes. 2021-11-26 08:21:13 -08:00
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2423285831 softjit: Add helpers to get framebuf offsets. 2021-11-26 08:21:12 -08:00
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f8819308ff softjit: Add levels of register locking.
Locking also in helpers, so need to nest locks.
2021-11-26 08:21:12 -08:00
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1e00a3b842 softjit: Add color test. 2021-11-26 08:21:12 -08:00
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14d322956a softjit: Add alpha test. 2021-11-26 08:21:12 -08:00
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d9f7b9cca2 softjit: Initial depthrange, fog.
Not really tested, just filling out parts.
2021-11-26 08:21:12 -08:00
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9fed7ea732 softjit: Add register cache for softjit. 2021-11-26 08:21:11 -08:00
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91787e63d9 softjit: Switch to the __vectorcall convention. 2021-11-26 08:21:11 -08:00
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ae3299ea04 softjit: Add stubbed DrawPixel for x64. 2021-11-26 08:21:11 -08:00
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ce5ae95854 softgpu: Correct alpha blend subtract on negative.
Oops, we need to subtract signed, but then clamp to unsigned.
2021-11-25 22:06:48 -08:00
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dad85b97f1 softgpu: Use KEEP for any invalid stencil ops.
This just keeps the ID more consistent.
2021-11-25 21:02:20 -08:00
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d4bf7ea392 sofgpu: Disable alpha blend for invalid equations. 2021-11-25 19:23:41 -08:00
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35444b3051 softgpu: Accurately alpha blend. 2021-11-25 19:23:41 -08:00
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2acf7f4edf softgpu: Use 0 alpha for 565 alpha blending.
We were previously blending as 0xFF.
2021-11-25 19:23:40 -08:00
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2ef7dd6b03 softgpu: Correct tagging of vertexjit. 2021-11-25 19:21:56 -08:00
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73de8db996 softgpu: Fix stencil DECR on 5551. 2021-11-25 19:21:56 -08:00
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53c6a3933d softgpu: Use ALWAYS for alpha/depth test in clear. 2021-11-25 19:21:55 -08:00
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876c8cd368 softgpu: Fix PixelFuncID size.
Oops, can't use unions in bitfields.  Also improve typesafety.
2021-11-21 09:40:13 -08:00
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28bc91bd79 softgpu: Add func to tersely name pixel funcs. 2021-11-21 08:23:32 -08:00
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f8bc6e5b9e softgpu: Template draw pixel on fb format.
This introduces a small 5-10% perf improvement.
2021-11-21 08:23:32 -08:00
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09dc38080a softgpu: Move draw pixel code to separate file.
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
Use a pixel func ID in software rendering
2021-11-21 10:50:06 +01:00
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e2f0713cc2 softgpu: Clamp and round fog by mantissa bits.
This matches hardware calculated fog values much better.
2021-11-20 20:54:52 -08:00
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9abf2a4725 softgpu: Confirm mask doesn't hit stencil REPLACE. 2021-11-20 18:53:51 -08:00
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aa3786ed21 softgpu: Force off alpha blend if uselessly on.
This is a simple optimization to prevent some work games sometimes waste.
2021-11-20 15:27:04 -08:00
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26378f9c89 softgpu: Specialize sprite based on pixel func ID. 2021-11-20 15:27:04 -08:00
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f7a31c992d softgpu: Use pixel func ID to draw pixels.
This just reduces reliance on gstate directly, and should help keep things
consistent.
2021-11-20 15:27:04 -08:00
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953200c995 softgpu: Add func to calculate pixel func ID.
This normalizes some things, and eventually can be used for a jit key.
2021-11-20 15:27:04 -08:00
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b6bdd69572 softgpu: Clear by dividing out subpixel first. 2021-11-15 06:26:11 -08:00
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f802c3bc6d softgpu: Add some comments and cleanup. 2021-11-15 06:09:12 -08:00
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babd63c644 softgpu: Tune thread minimums better.
Darkstalkers seems more sensitive to these than many other games, this
improves performance more.
2021-11-14 18:44:30 -08:00
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66f635cba0 sfotgpu: Use threads to apply clears. 2021-11-14 18:31:46 -08:00
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2ab7499d8d softgpu: Combine sliced rectangles.
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
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0281e2f017 softgpu: Split out rectangle path for combining. 2021-11-14 18:31:46 -08:00
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9545e3b0e2 softgpu: Fixup range cull for fans and fast path. 2021-11-14 18:31:45 -08:00
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fb6fadbbb7 softgpu: Fast path rectangles as fans.
Some games, such as Legend of Heroes III, use fans instead of strips.
2021-11-14 18:31:45 -08:00
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09a9927b82 softgpu: Use range loops for sprite fast path. 2021-11-14 18:31:45 -08:00
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55cde6bd6a softgpu: Check flat z in fast path. 2021-11-14 12:27:39 -08:00
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361c8f966c softgpu: Fast path triangles without textures.
The fast path may still be useful in this case.
2021-11-14 12:27:39 -08:00
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5bb6245b1f softgpu: Fix leaked range flag on cull.
Fixes some backgrounds in Final Fantasy 4, probably others.
2021-11-14 08:43:52 -08:00
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f66e243727 softgpu: Correct scissor for pixel centers. 2021-11-07 11:19:41 -08:00