Unknown W. Brackets
5276487611
vertexjit: Use SSE for all weights, u8/u16.
2014-09-17 23:14:36 -07:00
Unknown W. Brackets
4c1061ff4a
vertexjit: Optimize the d3d9 weights a bit.
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Only used without skinning on, or with morph, of course.
2014-09-17 08:39:56 -07:00
Unknown W. Brackets
f426be59b4
vertexjit: Initial u8/u16 weights for d3d9.
2014-09-16 23:28:35 -07:00
Henrik Rydgard
1407648b59
D3D vtxdec: Convert weights and normals to float
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
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
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
chinhodado
cb39a5d978
fix buffer overflow
2014-02-19 12:07:45 -05:00
Unknown W. Brackets
97192388b6
Clamp float z in throughmode, rather than wrapping.
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Matches tests, fixes sky in Tales of Eternia (#4572.)
2014-02-13 08:03:56 -08:00
Unknown W. Brackets
ad8488ecc4
Reset reporting on a new game.
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This way "once" and "spam" no longer persist between runs. Makes it
easier to test a bunch of games in a row without restarting in between.
2014-02-09 17:39:16 -08:00
Berkan Diler
68d518727f
Remove unnecessary comment
2013-11-27 19:51:35 +01:00
Unknown W. Brackets
fcc77f525f
Implement some basic vertex previews on prim.
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3D doesn't work correctly (sometimes it does...) 2D should be working.
2013-11-17 13:27:50 -08:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Sacha
996c47a9b9
Buildfix.
2013-09-16 01:26:29 +10:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
2013-09-15 12:52:44 +02:00