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78 commits

Author SHA1 Message Date
Henrik Rydgård
880379c15d Extract some minor changes from 2023-06-12 20:20:06 +02:00
Henrik Rydgård
72bed6f2b5 Some DeviceLost/DeviceRestore cleanup 2023-02-26 11:05:52 +01:00
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be84bc9934 softgpu: Detect binner alloc fail and bail. 2023-01-01 06:59:14 -08:00
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a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
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dc962094f8 softgpu: Correctly fix inversions, matching tests.
Inversions are allowed just fine, but if clipping results in coordinates
outside range, the triangle should be culled.  Fixes more wanted
inversions.
2022-11-30 23:20:39 -08:00
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7880eb15c1 softgpu: Always use software skinning.
There's only software skinning, after all.
2022-11-06 08:44:22 -08:00
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80cccd7abb Build: Fix debug build on Windows 32-bit. 2022-10-01 17:07:27 -07:00
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6282f8b05f softgpu: Expand texture coords to include q.
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
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8376176b2f softgpu: Split clippos out of rasterization vert.
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
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88b3b26ed3 softgpu: Cache reused indexed verts.
This happens a lot for spline/bezier, so can significantly speed up curve
heavy scenes.  Isn't necessarily that common otherwise, though.
2022-09-22 18:27:59 -07:00
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6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
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596b07bd2e softgpu: Support fog and color1 on imm verts. 2022-09-18 06:16:26 -07:00
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35ba01e01f softgpu: Refactor imm draws to bypass vert read. 2022-09-18 06:16:25 -07:00
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de080e2594 softgpu: Simplify vertex range culling.
The previous logic was harder to understand and easier to get wrong.
Just drop them when clipping the primitive.
2022-09-18 06:16:25 -07:00
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028a341cc8 softgpu: Explicitly flush on sync and output.
We could in theory skip flush on FinishDeferred, and allow some CPU/GPU
overlap.  If we did, we'd still want to flush at these times.
2022-09-18 06:16:25 -07:00
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8371091734 softgpu: Force correct alignment on 32-bit. 2022-09-12 22:15:02 -07:00
Henrik Rydgård
2791ab3226
Merge pull request from unknownbrackets/softgpu-rect
Detect more triangles as rectangles in softgpu
2022-09-12 08:35:13 +02:00
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ce4fee7373 softgpu: Refactor triangle cull processing. 2022-09-11 22:39:32 -07:00
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8a6e8066bf softgpu: Store vertex colors as packed RGBA8.
No need to keep it expanded at 4x the space for both colors.
2022-09-11 18:41:06 -07:00
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8c55e18ea8 softgpu: Switch vert continue buffer to members.
Better this than static.  May be easier to handle imm prims correctly.
2022-09-11 08:54:34 -07:00
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88e8f95293 softgpu: Flush on transfer to pending tex read.
Potentially could use these for self-render, but so far we should be
detecting that so leaving it alone.
2022-08-20 23:22:21 -07:00
Henrik Rydgård
e6403d7157 Split GetPointer into two versions, to help with const correctness 2022-07-24 13:26:19 +02:00
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1bc3acf2ed softgpu: Use a const for subpixel screenpos factor. 2022-02-19 21:03:49 -08:00
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a66377fdf1 softgpu: Remove offset from screenpos.
This simplifies tighter calculations, and reduces the common magnitudes
we'll be dealing with.
2022-02-19 20:38:44 -08:00
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61e30e8f8b softgpu: Fix cull in throughmode.
Was only an issue for triangles used to draw rectangles, but caused our
test to fail.

Also move a test that was failing due to an outdated prx to passing.
2022-01-25 19:07:33 -08:00
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76f9103e97 softgpu: Add a table and initial dirty flags.
Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
2022-01-23 08:08:40 -08:00
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c0c3f7284a softgpu: Avoid flush texturing from stride.
This generally detects overlap more accurately using a dirty rectangles
approach.  Also detects render to self much more accurately, including
with depth.
2022-01-20 18:39:01 -08:00
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3e4d768e7a softgpu: Pack vertexdata a bit better.
This reduces the BinItem size by 15%.
2022-01-19 23:17:09 -08:00
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12a4c63fc7 softgpu: Precompute state for vertex transform.
Doesn't help a ton, but with lots of verts can improve a percent or two.
2022-01-16 21:31:52 -08:00
Henrik Rydgård
bdc69f5171
Merge pull request from unknownbrackets/softgpu-lighting
softgpu: Precompute lighting parameters
2022-01-17 01:06:35 +01:00
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2797e035df softgpu: Precompute lighting parameters.
In many cases, games use lighting just for diffuse or something, this
helps skip what's not needed too.  Good improvement in a scene from a
Naruto game.
2022-01-16 11:27:53 -08:00
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d95475e021 softgpu: Expose flush reasons/times in debug stats. 2022-01-16 11:27:42 -08:00
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2de7993dc5 softgpu: Decorate some stats for flushes. 2022-01-16 08:23:15 -08:00
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cc155ec460 softgpu: Avoid texture/CLUT flush unless overlap.
Only need to flush here if there's some overlap in the target.
2022-01-16 08:22:13 -08:00
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d6fa301ab1 softgpu: Track CLUTs as states for binning.
This way we can have multiple CLUTs in process at once, which helps.
2022-01-16 08:14:09 -08:00
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18f2a45a6a softgpu: Allow binning across prim calls. 2022-01-16 00:49:49 -08:00
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6896a7a64e softgpu: Use cached state for screen offset. 2022-01-15 18:20:25 -08:00
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02c5559393 softgpu: Remove z from DrawingCoords.
It's not really used much of anywhere, anyway.
2022-01-15 15:38:56 -08:00
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f091225572 softgpu: Stop storing model pos.
We don't even use this anywhere else.  Also skip needless Lerp on clip.
2022-01-14 20:36:09 -08:00
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d6a8cb2a0e softgpu: Stop storing normal/worldnormal/worldpos.
This is only needed for lighting, which is applied right away.

This improves perf just simply from less data being copied.
2022-01-14 20:32:18 -08:00
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5bb6245b1f softgpu: Fix leaked range flag on cull.
Fixes some backgrounds in Final Fantasy 4, probably others.
2021-11-14 08:43:52 -08:00
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ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
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8a7ec4fc19 GPU: Fix curve breakage due to cull flipping. 2018-12-16 13:00:36 -08:00
Henrik Rydgård
8f9e0b7fcc SoftGPU: Make sure transformunit.buf is properly aligned. Helps part of 2017-05-24 10:20:10 +02:00
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8187927b9d 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.
2017-05-20 20:22:35 -07:00
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01076dd959 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.
2017-05-13 17:28:38 -07:00
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1666586869 SoftGPU: Implement CONTINUE prim type.
Matches tests (except 3D lines, which aren't implemented yet.)
2017-04-29 20:36:36 -07:00
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1e78642a7b SoftGPU: Remove old spline handling code. 2017-04-15 21:10:19 -07:00
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dfed20701a SoftGPU: Correct negative coord handling.
Fixes  - we need this signed to handle negative values properly.
2017-04-15 19:52:17 -07:00
Henrik Rydgard
842817c91d Add fog support to software rasterizer (as if it wasn't slow enough already) 2015-06-11 16:01:17 +02:00