Commit graph

24 commits

Author SHA1 Message Date
Unknown W. Brackets
c75010931c Use SSE in CheckAlpha scanning. 2015-05-24 22:55:43 -07:00
Unknown W. Brackets
4880c29a90 Use TextureDecoderNEON funcs statically on arm64.
Not sure if they were being used before (HAVE_ARMV7...?)
2015-05-23 11:30:05 -07:00
Henrik Rydgard
c2cf2bd97e Move some more color conversion functions to ColorConv 2015-04-08 22:52:47 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Unknown W. Brackets
3977f5a8ec Add a non-SSE implementation of the QuickTexHash.
This way we can use it as a stable value for texture replacements.
2014-10-29 16:37:44 -07:00
Unknown W. Brackets
2b16b5b79b Use XXH64 on 64-bit systems.
I'm not able to reproduce any real performance difference, but I know
there are some games which do more hashing and it may help there.
2014-10-26 17:49:24 -07:00
Sacha
4ed944a576 Remove redundant armv7 defines. 2014-06-11 15:15:39 +10:00
Unknown W. Brackets
e8d5866e5a 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.
2014-05-04 01:03:48 -07:00
Unknown W. Brackets
006ed53e73 Use defines on x86/SSE to avoid func pointers.
Unfortunately no such luck for Android.
2014-03-25 01:28:09 -07:00
Unknown W. Brackets
b800762ceb Add a NEON-optimized version of XXH32.
This takes at least 40% less time to hash on NEON/ARM devices.
2014-03-25 00:34:55 -07:00
Unknown W. Brackets
b44d10a91e Move texture unswizzling to decoder, use NEON. 2014-03-22 21:35:16 -07:00
Unknown W. Brackets
d8e9ed73ab Fix a code alignment warning.
I'm not really clear on why this code would not be 4 byte aligned,
but cmake says it ain't on iOS, so okay.
2014-01-10 22:21:31 -08:00
Unknown W. Brackets
eb3011fd18 Don't even define the sse tex hash on non-sse.
Avoids unused func warnings.
2013-12-01 11:21:16 -08:00
Henrik Rydgård
1713465e9f Revert "Temporarily disable the handcoded NEON texture hash"
and
Revert "Temporarily disable the handcoded non-NEON tex hash"

This reverts commit 068af6fda8df8069bc0491fe98e75ae007f5b650.
This reverts commit 91543e7a8d27b4a8c906c1e1c349f489a449c432.
2013-11-11 14:13:47 +01:00
Henrik Rydgård
0c18c4be4e Temporarily disable the handcoded non-NEON tex hash 2013-11-11 14:13:47 +01:00
Unknown W. Brackets
fa79d7f13c Handcode the non-NEON texcache hash as well on ARM.
Well, it could be a better algorithm, but at least this uses LDMIA.
2013-11-09 14:51:23 -08:00
Unknown W. Brackets
64e977db08 Improve the non-NEON tex hash path on ARM.
This generates better looking disassembly, though a small change.
2013-11-03 07:43:10 -08:00
Sacha
5613b86864 Use NEON texture decoder on Blackberry and iOS. Use ARMV7 defines. 2013-11-03 15:59:10 +10:00
Unknown W. Brackets
ed1204a10f Android armv6/etc. buildfix. 2013-11-02 10:14:25 -07:00
Unknown W. Brackets
4d47ccd5df Add a NEON version of the tex hash.
Should be used only for NEON devices.  Currently only compiled on Android.
2013-11-02 02:09:54 -07:00
Unknown W. Brackets
b4b0b33f57 Move DXT decoding to GPU/Common/. 2013-09-27 22:46:06 -07:00
Unknown W. Brackets
f43997a47f Update bufw handling in all gpus.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00