Henrik Rydgard
07c7687052
More code deduplication. Also normalized some line endings.
2014-09-18 00:45:11 +02:00
Henrik Rydgard
5e2c30c640
Move GetCurrentSimpleVertices to DrawEngineCommon
2014-09-17 21:37:53 +02:00
Henrik Rydgård
b7a54a23d0
Merge pull request #6910 from unknownbrackets/d3d9
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d3d: Fix some vertex cache glitches, enable bounding box test
2014-09-14 23:38:33 +02:00
Unknown W. Brackets
64d955ea49
d3d: Share the bounding box code.
2014-09-14 14:04:09 -07:00
Unknown W. Brackets
fee1ab98ba
Add support for 24/8 textures in the GE debugger.
2014-09-14 11:13:03 -07:00
Unknown W. Brackets
bccb8dfb1e
d3d: Correct render-to-texture effects.
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Was checking the corners wrong.
2014-09-14 09:37:59 -07:00
Henrik Rydgård
2b4ff04c32
Merge pull request #6902 from unknownbrackets/gpu-convergence
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d3d: Handle block transfers
2014-09-14 11:06:15 +02:00
Unknown W. Brackets
692cc8dbf1
d3d: Support the Breath of Fire 3 hack.
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Since framebuffers are not always flipped.
2014-09-14 00:49:40 -07:00
Unknown W. Brackets
b9d7ffe484
d3d: Support the Danganronpa hack.
2014-09-13 16:47:23 -07:00
Unknown W. Brackets
2463074530
d3d: Converge block transfer logic.
2014-09-13 15:40:55 -07:00
Unknown W. Brackets
971dd5df1e
d3d: Unify BlitFramebuffer() as well.
2014-09-13 15:12:59 -07:00
Unknown W. Brackets
a4d33d77b7
d3d: Unify ReadFramebufferToMemory() signature.
2014-09-13 15:09:30 -07:00
Henrik Rydgard
02a89306d1
Warning fixes, sprintf->snprintf
2014-09-13 23:51:07 +02:00
Unknown W. Brackets
3dfdddfc5f
d3d: Move UpdateFromMemory() to common.
2014-09-13 14:44:18 -07:00
Unknown W. Brackets
9af3befc59
d3d: Add RebindFramebuffer().
2014-09-13 14:26:39 -07:00
Unknown W. Brackets
6f991a1042
d3d: Add FlushBeforeCopy().
2014-09-13 14:23:18 -07:00
Henrik Rydgard
a4ae0f951a
Move spline generation to SplineCommon, make SplineDX9.cpp identical to Spline.cpp (merge later somehow)
2014-09-13 15:13:34 +02:00
Henrik Rydgard
2f569533f3
Fix burnout depth issue by dirtying the proj matrix on viewport change
2014-09-13 14:08:07 +02:00
Henrik Rydgard
19a9c4481f
Move GLES' SoftwareTransform to Common
2014-09-13 13:27:42 +02:00
Henrik Rydgard
4212bbb51e
Cleanup SoftwareTransform a bit more
2014-09-13 13:15:18 +02:00
Henrik Rydgard
e75551d5cd
D3D vtxdec: Fix nrm stuff
2014-09-12 02:00:35 +02:00
Henrik Rydgard
38b803aba4
DX9: Enable vtxdec JIT, buildfix
2014-09-12 02:00:34 +02:00
Henrik Rydgard
4035b28503
Fix some endian-ness in generic vtxdec
2014-09-12 02:00:34 +02:00
Henrik Rydgard
1407648b59
D3D vtxdec: Convert weights and normals to float
2014-09-12 02:00:33 +02:00
Henrik Rydgard
0727df6f0a
Jit the most common of the "ToFloat" texcoord conversions
2014-09-12 02:00:33 +02:00
Henrik Rydgard
37e3cf362f
Move vertexdecoder files into GPU/Common
2014-09-12 02:00:32 +02:00
chinhodado
fd13fcfa86
Fix a wrong condition
2014-09-11 15:21:18 -04:00
Unknown W. Brackets
f7b669a740
Fix infinite recursion in framebuf create upload.
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Needs to be done *after* currentRenderVfb_ is set.
Fixes #6872 .
2014-09-10 23:59:12 -07:00
chinhodado
31fc179bc2
Fix a wrong condition
2014-09-10 19:50:31 -04:00
Unknown W. Brackets
e9b87104ef
Move FBO_OLD_AGE to the common header.
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Guess it's fine here.
2014-09-09 23:11:25 -07:00
Unknown W. Brackets
e2a4a50511
d3d: Centralize framebuf creation/switch logic.
2014-09-09 22:58:43 -07:00
Unknown W. Brackets
ae2e8c5c7c
d3d: Migrate a few more things into common code.
2014-09-09 22:58:11 -07:00
Unknown W. Brackets
8c229e00b4
d3d: Begin centralizing framebuffer management.
2014-09-09 08:12:42 -07:00
Unknown W. Brackets
4a615dc46c
Support BGRA formats in the debugger previews.
2014-08-24 22:08:28 -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
e0b4aa68d0
Typos.
2014-06-21 12:04:27 -07:00
Unknown W. Brackets
eaf3288304
Add debug interface for non-L0 texture preview.
2014-06-15 09:30:37 -07:00
Unknown W. Brackets
03f86f364f
Skip debug stepping time in list/func time.
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Just makes the debug stats actually useful while stepping. A bit of
overengineering, but it makes it easy to go frame-by-frame looking for
perf issues.
2014-06-14 08:42:18 -07:00
Sacha
4ed944a576
Remove redundant armv7 defines.
2014-06-11 15:15:39 +10:00
raven02
9db47b9908
Add missing lcutoff and lconv
2014-05-14 23:00:28 +08:00
Unknown W. Brackets
e8d5866e5a
Use SSE some in framebuffers to memory.
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Since people are using it (even though it seems dangerous), might as well
make it faster. 6% better in Tales of Phantasia X.
2014-05-04 01:03:48 -07:00
Henrik Rydgard
9b1302cf77
Don't initialize lighting and lights unless they are enabled
2014-04-21 12:51:20 +02:00
Henrik Rydgard
16f4622ac7
Remove cached light variables to reduce work when parsing DLs.
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Also removes some duplication between GL and the inactive D3D code.
2014-04-21 12:51:19 +02:00
Unknown W. Brackets
006ed53e73
Use defines on x86/SSE to avoid func pointers.
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Unfortunately no such luck for Android.
2014-03-25 01:28:09 -07:00
Unknown W. Brackets
b800762ceb
Add a NEON-optimized version of XXH32.
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This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
a26e6ce4b6
Minor improvements to QuickTexHashNEON().
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Cuts a VFP switch, oops.
2014-03-23 11:56:25 -07:00
Unknown W. Brackets
970dd4f2f8
Use vldmia not vld1 for QuickTexHashNEON().
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It turns out this is ~20% slower usually, so aligned is not worth the
pipeline hit.
2014-03-23 11:56:24 -07:00
Unknown W. Brackets
2482b2a1e0
Use aligned NEON loads in texhash.
2014-03-22 21:58:50 -07:00
Unknown W. Brackets
b44d10a91e
Move texture unswizzling to decoder, use NEON.
2014-03-22 21:35:16 -07:00
Unknown W. Brackets
678237aa6c
Improve SSE usage in software transform.
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It's actually already pretty decent (unlike the softgpu), but there were a
few places it could use a bit of help. Speeds up things with hardware
transform off, or areas that need to use software transform.
2014-03-17 23:05:48 -07:00