Unknown W. Brackets
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e8d5866e5a
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Use SSE some in framebuffers to memory.
Since people are using it (even though it seems dangerous), might as well
make it faster. 6% better in Tales of Phantasia X.
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2014-05-04 01:03:48 -07:00 |
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Unknown W. Brackets
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006ed53e73
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Use defines on x86/SSE to avoid func pointers.
Unfortunately no such luck for Android.
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2014-03-25 01:28:09 -07:00 |
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Unknown W. Brackets
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b800762ceb
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Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
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2014-03-25 00:34:55 -07:00 |
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Unknown W. Brackets
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b44d10a91e
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Move texture unswizzling to decoder, use NEON.
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2014-03-22 21:35:16 -07:00 |
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Unknown W. Brackets
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15a608a6b9
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Check for kernel textures in kernel ram properly.
Textures can perfectly legitimately be in volatile ram.
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2014-03-01 16:11:56 -08:00 |
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Unknown W. Brackets
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4d47ccd5df
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Add a NEON version of the tex hash.
Should be used only for NEON devices. Currently only compiled on Android.
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2013-11-02 02:09:54 -07:00 |
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Unknown W. Brackets
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75f2995f25
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Move some texture deindexing to GPU/Common/.
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2013-09-27 22:46:07 -07:00 |
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Unknown W. Brackets
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b4b0b33f57
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Move DXT decoding to GPU/Common/.
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2013-09-27 22:46:06 -07:00 |
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raven02
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96619f6cb1
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Missing comma at the end of line
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2013-09-19 19:32:53 +08:00 |
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raven02
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ec6170d593
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Regression fix #3797 - DXT1/3/5 texture bufw
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2013-09-19 11:06:12 +08:00 |
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Unknown W. Brackets
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f43997a47f
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Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
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2013-09-15 21:27:13 -07:00 |
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