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