Henrik Rydgård
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8d0498303a
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Fix a PIC compliance bug in the VFPU. Comment other cases properly (for easy searching).
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2017-08-29 11:45:12 +02:00 |
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Unknown W. Brackets
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a6f56769a8
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SoftGPU: Avoid some compile warnings.
Remove some no-longer used funcs, add some switch default logs.
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2017-06-06 19:49:42 -07:00 |
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Unknown W. Brackets
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4a56e6ff83
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GE Debugger: Fix recording in softgpu.
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2017-06-04 10:38:58 -07:00 |
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Unknown W. Brackets
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37a894a558
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GE Debugger: Record memcpy/memset too.
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2017-06-03 15:29:10 -07:00 |
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Unknown W. Brackets
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dca75437c3
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GPU: Refactor common frame dumping code.
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2017-06-03 15:29:07 -07:00 |
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Henrik Rydgård
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dba22e255a
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Merge pull request #9766 from unknownbrackets/screenshot
Fix Take Screenshot
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2017-06-02 09:19:20 +02:00 |
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Unknown W. Brackets
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41c378ec71
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SoftGPU: Fix separate mip cluts in linear jit.
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2017-06-01 21:34:49 -07:00 |
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Unknown W. Brackets
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1cc488aef4
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SoftGPU: Support Take Screenshot partially.
This doesn't capture the FPS etc. as other backends do, but at least it
takes a screenshot.
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2017-06-01 20:40:45 -07:00 |
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Unknown W. Brackets
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2d6b8c645a
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SoftGPU: Correct linear filter rounding issue.
Using 16-bit slots just lost too much precision. Jit already doesn't use
this.
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2017-05-30 22:57:47 -07:00 |
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Unknown W. Brackets
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fdf5f2ab54
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SoftGPU: Support separate mip CLUTs with linear.
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2017-05-30 22:57:46 -07:00 |
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Unknown W. Brackets
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cb3db559bd
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SoftGPU: Jit the linear sampling too.
For now, just reducing overhead. Could be smarter.
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2017-05-30 22:57:46 -07:00 |
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Unknown W. Brackets
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fa0ded4a76
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SoftGPU: Reduce sampler id fuzz.
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2017-05-30 22:57:45 -07:00 |
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Unknown W. Brackets
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c05ecfc6f1
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SoftGPU: Implement separate CLUT in samplerjit.
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2017-05-30 22:57:44 -07:00 |
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Unknown W. Brackets
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ffcfa0a824
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SoftGPU: Specialize CLUT4 jit.
This version is a bit faster and cleaner.
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2017-05-30 22:57:44 -07:00 |
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Unknown W. Brackets
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9a82ae3425
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SoftGPU: Reduce overhead in sampler jit.
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2017-05-30 22:57:43 -07:00 |
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Unknown W. Brackets
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2233ab073d
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SoftGPU: Expose jit cache for profiling.
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2017-05-30 22:57:42 -07:00 |
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Unknown W. Brackets
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744736b926
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SoftGPU: Jit 16 bit texel decode.
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2017-05-30 22:57:42 -07:00 |
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Unknown W. Brackets
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cf32949183
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SoftGPU: Jit CLUT lookup.
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2017-05-30 22:57:41 -07:00 |
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Unknown W. Brackets
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a8a6b2cd8a
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SoftGPU: Jit swizzled texel lookup.
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2017-05-30 22:57:40 -07:00 |
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Unknown W. Brackets
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c9a4679096
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SoftGPU: Stop calling bufw pixels bytes.
This was never even bits, it was just 8 * pixels before.
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2017-05-30 22:57:40 -07:00 |
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Unknown W. Brackets
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5491e1dbbb
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SoftGPU: Jit texel fetch for non-clut/non-swizzle.
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2017-05-30 22:57:39 -07:00 |
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Unknown W. Brackets
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fd4c64d43d
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SoftGPU: Refactor out texture format logic.
This could actually be shared, nothing x86 specific...
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2017-05-30 22:57:38 -07:00 |
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Unknown W. Brackets
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94920ec156
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SoftGPU: Implement basic jit structure.
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2017-05-30 22:57:38 -07:00 |
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Unknown W. Brackets
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1b491fe156
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SoftGPU: Stub a jit for texel fetch.
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2017-05-30 22:57:30 -07:00 |
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Unknown W. Brackets
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d5426e4360
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SoftGPU: Move sampler code to a dedicated file.
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2017-05-30 22:53:23 -07:00 |
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Henrik Rydgård
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c173da49d3
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Fix a number of bugs and stuff affecting Vulkan on Mali
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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6bcfe539f7
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Use vulkan-style clear-on-bind when switching render targets. Not optimally used yet.
Also removes a bunch of redundant render target binds.
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2017-05-30 09:36:17 +02:00 |
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Henrik Rydgård
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35aefe4a2a
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BindBackBufferAsRenderTarget is now replaced with BindFramebufferAsRT(nullptr)
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2017-05-30 09:36:17 +02:00 |
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Unknown W. Brackets
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34fe95192f
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GPU: Cleanup some gstate accesses.
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2017-05-26 19:03:04 -07:00 |
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Unknown W. Brackets
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402eb143f7
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SoftGPU: Stop calling bufw pixels bytes.
This was never even bits, it was just 8 * pixels before.
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2017-05-26 19:03:03 -07:00 |
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Unknown W. Brackets
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697466ae41
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SoftGPU: Support UVGen for points and lines.
Probably not used by any real games, but better to be safe in the software
renderer.
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2017-05-26 19:03:02 -07:00 |
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Unknown W. Brackets
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f7a14889d3
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SoftGPU: Correct mipmaps for points.
Not likely to be used, but let's make const work.
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2017-05-26 18:02:55 -07:00 |
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Henrik Rydgård
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1b05a54800
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Remove the Mipmap setting. One step forward for #8171
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2017-05-26 10:21:20 +02:00 |
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Henrik Rydgård
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8f9e0b7fcc
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SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of #9718
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2017-05-24 10:20:10 +02:00 |
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Unknown W. Brackets
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8187927b9d
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SoftGPU: Use vertexjit for submitted primitives.
This uses the standard cache other rendering uses.
In Legend of Heroes 3, for example, this provides a 10% speed improvement.
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2017-05-20 20:22:35 -07:00 |
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Henrik Rydgård
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ad64325876
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Merge pull request #9684 from unknownbrackets/softgpu-lines
Fix lines in the software renderer
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2017-05-15 08:53:46 +02:00 |
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Unknown W. Brackets
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9d64597fb3
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SoftGPU: Clip lines entirely outside early.
Some were getting through, which may mean the line clipping isn't working
so well...
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2017-05-14 18:28:47 -07:00 |
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Unknown W. Brackets
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672ce51a2a
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SoftGPU: Implement pretend antialias.
This doesn't really smooth, but at the very least faking it makes Persona
3 have less ugly lines.
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2017-05-14 16:11:02 -07:00 |
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Unknown W. Brackets
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5c9d223e32
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SoftGPU: Implement simple mipmapping for lines.
Mostly so the min/mag filter is correct.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a95170d789
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SoftGPU: Bias bottom right side of line drawing.
Fixes lines in Persona 2.
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2017-05-14 16:11:01 -07:00 |
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Unknown W. Brackets
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a26aaec528
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SoftGPU: Support flat shading for lines.
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2017-05-14 16:11:00 -07:00 |
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Unknown W. Brackets
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e4f2ff1464
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SoftGPU: Implement lines in transform mode.
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2017-05-14 16:10:59 -07:00 |
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Unknown W. Brackets
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ad17decf5c
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SoftGPU: Quick hack to fix scissor w/2x2 pixels.
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2017-05-14 16:02:27 -07:00 |
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Unknown W. Brackets
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8ee92048c0
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SoftGPU: Avoid rcp due to precision issues.
Causes artifacts in Sword Art Online, which draws a dialog box using
stretched UVs - rcp causes the edges to sample outside the original UVs.
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2017-05-14 16:02:21 -07:00 |
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Henrik Rydgård
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d13fdfbf37
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Merge pull request #9683 from unknownbrackets/ge-debugger
Minor GE debugger fixes
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2017-05-15 00:02:19 +02:00 |
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Unknown W. Brackets
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94c138fd83
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SoftGPU: Fix texture vertex preview in debugger.
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2017-05-14 14:56:23 -07:00 |
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Unknown W. Brackets
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01076dd959
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SoftGPU: Don't wrap negative positions.
Haven't fully verified this, but without this, Gods Eater Burst's bloom
doesn't work, since -1,-1 maps to 1023,1023 so everything is clipped.
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2017-05-13 17:28:38 -07:00 |
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Unknown W. Brackets
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b2d3058386
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SoftGPU: Correct fog for rectangles.
Gods Eater Burst uses fog in its bloom, with rectangles.
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2017-05-13 17:27:34 -07:00 |
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Unknown W. Brackets
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1a56466865
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SoftGPU: Match GLES lighting better, use floats.
Using floats simplifies things and also makes it faster.
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2017-05-13 12:54:18 -07:00 |
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Unknown W. Brackets
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86a1898732
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SoftGPU: Correct rendering for pixel centers.
This should theoretically calculate everything more correctly.
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2017-05-13 08:03:08 -07:00 |
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