Unknown W. Brackets
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ebce8d2753
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Don't convert to float with prescale off.
Since we assume we need to normalize, it seems.
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2016-04-16 19:00:34 -07:00 |
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Unknown W. Brackets
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ff802a983a
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vertexjit: Implement x86 tc morph decoding.
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2016-04-16 18:38:08 -07:00 |
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Henrik Rydgard
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0a8d74728a
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x86/64: Add a couple of more cases to very minor vertex skinning optimization
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2016-03-28 18:40:23 +02:00 |
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Henrik Rydgard
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e270b955bb
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x86/x64: Minor vertex decoder optimization
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2016-03-22 23:56:55 +01:00 |
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Henrik Rydgard
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56814ad52d
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SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
Was already fixed on ARM64.
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2015-10-25 00:51:47 +02:00 |
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Henrik Rydgard
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6a373fe09a
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Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
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2015-10-24 10:41:31 +02:00 |
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Unknown W. Brackets
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dff4aeb30f
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Correct uv bound pointers in arm vertexjit.
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2015-09-13 14:55:10 -07:00 |
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Unknown W. Brackets
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5c233fa545
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Add initial decoding check for uv bounds.
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2015-09-13 10:00:33 -07:00 |
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Unknown W. Brackets
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c6b55459b1
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vertexjit: Skip soft skinning setup when morphing.
This makes x86 match arm.
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2015-05-16 21:47:13 -07:00 |
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Henrik Rydgard
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4422b3deb7
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x86: Minor soft-skinning optimization
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2014-11-16 17:43:29 +01:00 |
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Unknown W. Brackets
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c02172ebd5
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vertexjit: Oops, this wasn't supposed to be there.
Fixes #7081.
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2014-11-11 08:31:27 -08:00 |
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Unknown W. Brackets
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a838459627
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vertexjit: Optimize weights on x64 (not 32-bit.)
A few percent in Gods Eater Burst and Kingdom Hearts.
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2014-11-08 15:16:02 -08:00 |
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Henrik Rydgard
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8177b4c43b
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Avoid an ifdef using PTRBITS
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2014-10-12 19:35:55 +02:00 |
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Unknown W. Brackets
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4210ba44eb
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Clean up a few more ImmPtr() cases.
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2014-09-21 08:34:27 -07:00 |
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Unknown W. Brackets
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967df9c018
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vertexjit: Use SSE4 in tc u8/u16 code.
It's not much different for non-SSE 4, might as well be common.
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2014-09-17 23:15:24 -07:00 |
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Unknown W. Brackets
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5276487611
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vertexjit: Use SSE for all weights, u8/u16.
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2014-09-17 23:14:36 -07:00 |
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Unknown W. Brackets
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4c1061ff4a
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vertexjit: Optimize the d3d9 weights a bit.
Only used without skinning on, or with morph, of course.
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2014-09-17 08:39:56 -07:00 |
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Unknown W. Brackets
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062bcceeee
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Oops, forgot to multiply.
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2014-09-17 08:27:44 -07:00 |
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Unknown W. Brackets
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f426be59b4
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vertexjit: Initial u8/u16 weights for d3d9.
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2014-09-16 23:28:35 -07:00 |
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Unknown W. Brackets
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37f90597e3
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vertexjit: Optimize u8/u16 weights a little.
Only for uncommon values.
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2014-09-16 23:28:28 -07:00 |
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Henrik Rydgard
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1407648b59
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D3D vtxdec: Convert weights and normals to float
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2014-09-12 02:00:33 +02:00 |
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Henrik Rydgard
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0727df6f0a
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Jit the most common of the "ToFloat" texcoord conversions
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2014-09-12 02:00:33 +02:00 |
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Henrik Rydgard
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37e3cf362f
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Move vertexdecoder files into GPU/Common
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2014-09-12 02:00:32 +02:00 |
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