Unknown W. Brackets
5e3bef7e14
samplerjit: Avoid gather if overread could crash.
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This should be rare, but a game could easily shove a CLUT4 texture at the
end of VRAM, and then accessing the last index would segfault.
2022-01-02 17:28:52 -08:00
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355bad666c
softjit: Optimize common case bloom blending.
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Bloom often uses fixed ONE + ONE, which is a lot less work for us. And
bloom often runs over and over again on pixels, so saving work is good.
2022-01-02 08:47:04 -08:00
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06e954fe2a
samplerjit: Create a separate fetch func.
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This allows nearest to become more similar to linear, where it applies the
texture function.
2022-01-01 16:58:04 -08:00
Unknown W. Brackets
3bc6009158
samplerjit: Refactor sampler ID calculation.
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Make it the same as pixel func IDs.
2022-01-01 16:58:04 -08:00
Unknown W. Brackets
476dfdf731
samplerjit: Add more bits for S/T, skip multiply.
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For now, we're not using those other bits yet.
2021-12-27 18:24:37 -08:00
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aec41b34d6
softjit: Reduce ditherMatrix to 8-bit.
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Oops, not sure why I made it 16 bit.
2021-12-01 21:39:29 -08:00
Unknown W. Brackets
1f9dc3a568
softjit: Precalculate write mask and dither.
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This is slightly abusing PixelFuncID, but the intent is to provide some
memory that's easily accessible from the jit func, but still associated
with that calculation (i.e. not global.)
2021-11-26 10:12:54 -08:00
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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
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