Commit graph

2339 commits

Author SHA1 Message Date
Henrik Rydgård
d67f91d899 Merge pull request #5841 from unknownbrackets/ge-signals
Improve sync and pause GE signal handling
2014-04-12 23:40:27 +02:00
Unknown W. Brackets
e93407f33e Oops, downgrade from ERROR to DEBUG, and -report. 2014-04-12 00:04:02 -07:00
Unknown W. Brackets
26933384a7 Don't mark a list complete too early.
This would matter probably mostly if we implemented CONTINUE properly.
2014-04-11 23:50:20 -07:00
Unknown W. Brackets
4561440df7 Handle GE pause signals per tests.
They really should pause, but we were resetting them incorrectly.
And most importantly, sceGeContinue() inside the signal handler absolutely
must work.  Games use this a lot.
2014-04-11 23:50:20 -07:00
Henrik Rydgård
05b23c7bd9 Merge pull request #5802 from raven02/patch-1
Texture lod bias should be signed
2014-04-11 20:58:55 +02:00
raven02
a6523dd507 Texture lod bias should be signed 2014-04-12 02:33:52 +08:00
Unknown W. Brackets
702294fe60 Don't trigger pause GE signals either, comments.
This better explains what each signal does.
2014-04-10 00:23:36 -07:00
Unknown W. Brackets
9c75c1e6fd Avoid triggering SYNC ge signals.
Fixes #5806, bcause it avoids rescheduling at the signal, which it should
not do.  Possibly this is incorrect for all GE signals, but we don't need
to trigger any behavior on a sync anyway.
2014-04-08 22:20:33 -07:00
Unknown W. Brackets
8a440f93b1 Super stupid typo. 2014-04-05 14:08:44 -07:00
Unknown W. Brackets
d91ad87daa Small perf improvements in DecodeVertsStep(). 2014-04-05 12:32:10 -07:00
Unknown W. Brackets
82df1b1fa8 Simplify UpdatePC() a bit more. 2014-04-05 12:04:10 -07:00
Unknown W. Brackets
cbb6c01d4c Avoid some debug stats when disabled.
This function can get called a lot sometimes, and an if helps on ARM a
little.
2014-04-05 01:41:54 -07:00
Unknown W. Brackets
bb2fb12edd Inline SetupVertexDecoder() in SubmitPrim().
Everything SubmitPrim() calls is expensive...
2014-04-05 01:25:04 -07:00
Unknown W. Brackets
f05f8c7b12 Fix alpha channel in 565 morph on x86.
Shuffling is annoying, just do it on the other side.  Fixes #5784.
2014-04-02 10:10:42 -07:00
Henrik Rydgård
89cf9230a1 Indentation fix 2014-04-02 10:28:03 +02:00
Henrik Rydgard
d83a5da6bd Fix glTextureStorage2D issue by scaling w/h. Fixes #5625 2014-04-02 00:15:41 +02:00
Unknown W. Brackets
7c70d8b04e Oops, remove some duplicate code.
Moved this to the inlined SetRenderFrameBuffer().
2014-04-01 02:09:21 -07:00
Unknown W. Brackets
e7639f666c Ensure stuff run on every prim are inlined.
These both get a ton of calls and show up on profiles.
2014-03-30 00:42:26 -07:00
Unknown W. Brackets
466a5418d2 Cut time in EstimatePerVertexCost().
From profling, this cuts 4% time while lighting is enabled, and 14% while
disabled (on ARM.)  But maybe should just inline this...
2014-03-30 00:42:26 -07:00
Unknown W. Brackets
7cde2311e0 Include sceKernelThread.h in less headers. 2014-03-29 17:02:41 -07:00
Unknown W. Brackets
a4327702f1 Reduce some includes under GPU/. 2014-03-29 16:51:38 -07:00
Henrik Rydgård
4c437218e4 Merge pull request #5766 from unknownbrackets/gpu-minor
Update some flags in GLES_GPU
2014-03-29 17:25:19 -04:00
Unknown W. Brackets
27550a2336 Update some flags in GLES_GPU.
It's useful to know if we need to have a correct PC value or downcount.
2014-03-29 14:10:35 -07:00
Unknown W. Brackets
0950e7b86d Optimize ComputeVertexShaderID() a bit.
This is only like 1%.  Along the way found and fixed an overlap of bits.
2014-03-29 10:35:09 -07:00
Unknown W. Brackets
1209bc7ba4 Optimize ComputeFragmentShaderID() a bit.
I've seen it decently high on some profiles (1-2%).  This cuts it down by
12.5% when used in a tight loop.  The temporary was 8%, the ifs were the
other 4.5%.
2014-03-29 10:21:04 -07:00
Unknown W. Brackets
2b7d2fdc4b Optimize > and != 0 alpha tests.
There's no need to do rounding in this case.  These are very common.

Also, if the test was !=, convert it to >, which may work better on
PowerVR.
2014-03-29 10:16:06 -07:00
Henrik Rydgard
f99925261d Merge branch 'raven02-patch-42'
Conflicts:
	GPU/GLES/FragmentShaderGenerator.cpp
2014-03-29 17:26:33 +01:00
raven02
664efe6812 Return false when alpha blending disabled 2014-03-29 22:04:59 +08:00
raven02
2944856c42 FS : Add missing gstate.isTextureMapEnabled() 2014-03-29 21:03:28 +08:00
Henrik Rydgard
37e9fc59b3 2x alpha: Safer change than the last attempt. Still fixes P2. I think this can be simplified, anyway. 2014-03-29 12:10:44 +01:00
Henrik Rydgard
27767fa85c Revert "Rethink 2x src alpha->color doubling. Fixes #3379."
This reverts commit 47efded29f.
2014-03-29 12:01:47 +01:00
Henrik Rydgard
47efded29f Rethink 2x src alpha->color doubling. Fixes #3379. 2014-03-29 11:40:17 +01:00
Henrik Rydgard
94c1e56d9b Merge branch 'gpu-minor' of github.com:unknownbrackets/ppsspp into unknownbrackets-gpu-minor
Conflicts:
	GPU/GLES/VertexDecoder.cpp
2014-03-29 10:15:57 +01:00
Henrik Rydgard
74f593362b Non-jit vertex decoder, morph: Clamp colors to 0-255. 2014-03-29 10:07:51 +01:00
Unknown W. Brackets
4b1737b0cd vertexjit: Oops, don't use NEON when not supported. 2014-03-29 02:05:10 -07:00
Unknown W. Brackets
18f6407705 Clamp morph colors in non-vertexjit.
Not sure if any platforms use this...
2014-03-29 01:53:28 -07:00
Unknown W. Brackets
3adab534c7 vertexjit: Fix dumb mistakes in NEON color morphs. 2014-03-29 01:00:02 -07:00
Unknown W. Brackets
162bd98877 vertexjit: Fix Jit_WriteMorphColor() on ARM.
It was totally wrong.
2014-03-29 00:24:34 -07:00
Unknown W. Brackets
6b606aa124 vertexjit: Fix some stupid mistakes in x86 morph.
Good to have somewhere to test it properly.
2014-03-29 00:15:35 -07:00
raven02
e0fae728ad Update few comments for 2x src/dst blending 2014-03-28 20:11:37 +08:00
Henrik Rydgard
1d21306dcc Use the VLD1 solution for the skinning problem, instead of the old VFP path. 2014-03-25 20:40:29 +01:00
Henrik Rydgård
98b6f0db3a Merge pull request #5717 from thedax/win32NVidiaVSync
Win32/NVidia: go fullscreen later than previous builds, to avoid vsync being ignored
2014-03-25 18:10:49 +01:00
Unknown W. Brackets
69c2500dc6 Make sure vai->flags are set while hashing.
Since we decode the verts in this case we have a fresh flag.  Might
be #5718?
2014-03-25 08:19:38 -07:00
Henrik Rydgard
6d648b075f Disable an optimization that broke Daxter (#5723) 2014-03-25 11:09:15 +01:00
Henrik Rydgård
cf3d75975d Merge pull request #5720 from unknownbrackets/texcache
Optimize xxHash for ARM/NEON devices
2014-03-25 09:32:15 +01:00
Unknown W. Brackets
006ed53e73 Use defines on x86/SSE to avoid func pointers.
Unfortunately no such luck for Android.
2014-03-25 01:28:09 -07:00
Henrik Rydgård
9ba51adb89 Merge pull request #5719 from unknownbrackets/gpu-minor
Don't calculate lighting when not enabled (software transform)
2014-03-25 09:19:33 +01:00
Unknown W. Brackets
b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
a414abfe4a Don't calculate lighting when not enabled.
We just ignore it anyway.  2% improvement in Tales of Phantasia X.
2014-03-24 22:57:58 -07:00
The Dax
1ca3d39a50 Disable the adaptive vsync checks by commenting them out. No need to have a disabled check run every frame. 2014-03-24 20:15:41 -04:00