Commit graph

50 commits

Author SHA1 Message Date
Unknown W. Brackets
f65edc20a3 TexCache: Optimize DXT5 alpha lerp.
This makes the overall DXT5 decode about 8% faster.
2018-09-02 11:41:27 -07:00
Unknown W. Brackets
3f35221f3b TexCache: Avoid masking out alpha for DXT3/DXT5.
A little faster.  Also refactor colors a bit to be more readable.
2018-09-02 09:53:31 -07:00
Unknown W. Brackets
8ae2b1e6fb TexCache: Optimize DXT3/DXT5 decode to single pass.
This is significantly faster on Vulkan, and in other situations where
we're decoding directly to uncached memory.
2018-09-02 09:30:46 -07:00
Unknown W. Brackets
715a7b7318 Global: Silence some unused declaration warnings.
These things aren't used on Android.
2017-12-03 19:22:03 -08:00
Unknown W. Brackets
65e71f57c7 TexCache: Add NEON alpha checks for Vulkan. 2017-11-12 16:45:05 -08:00
Unknown W. Brackets
f087b87b0c TexCache: Simplify CheckAlpha funcs and SIMD.
Only check for full alpha now, which is simpler.
2017-11-12 16:41:19 -08:00
Unknown W. Brackets
9fbcc01afa TexCache: Remove simple 0/1 alpha check.
No practical optimizations have come of this, so it's a waste of time.
Slows down Vulkan too.
2017-11-12 16:17:46 -08:00
Henrik Rydgard
b0bd7e3c6f Minor changes for compatibility with VS2017 2017-03-12 17:33:00 +01:00
Henrik Rydgard
b1971d266b Protect Unswizzle from bad alignment of the destination. Might help #9134 2017-02-23 23:03:01 +01:00
Henrik Rydgard
b0cdcfca3c D3D11: Proper fix for DXT5 crash. May also help #9134. 2017-02-18 02:41:17 +01:00
Henrik Rydgård
e47138a5f3 Warning fixes 2017-01-17 20:26:48 +07:00
Henrik Rydgard
ea5e9f8c35 Fix ARM64 Android build 2016-11-03 22:15:50 +01:00
Jools Wills
afe8e2bfb4 Fix building on rpi - #9104
Check for PPSSPP_ARCH(ARM_NEON) for neon code
Fix up rpi armv6/armv6 toolchain to work around issue with CMAKE_*_FLAGS not being set.
2016-11-01 02:45:30 +00:00
Florent Castelli
8c3552de74 cmake: Detect features at compile time
Instead of relying on manually passed down flags from CMake,
we now have ppsspp_config.h file to create the platform defines for us.
This improves support for multiplatform builds (such as iOS).
2016-10-19 12:31:19 +02:00
Unknown W. Brackets
f039259a1a Use a same-everywhere quick hash for now. 2016-05-01 00:30:43 -07:00
Unknown W. Brackets
3593a7963e Cleanup and clarify texture swizzling funcs. 2016-03-26 21:55:32 -07:00
Unknown W. Brackets
6b3260df9a Correct SSE alpha check for 4444 textures.
Oops, can't use cmplt here.
2016-01-12 00:20:36 -08:00
Unknown W. Brackets
7bfe100b0f Fix some unused variable warnings.
The CheckAlpha one looks like it will matter.
2015-11-25 16:11:53 -08:00
Henrik Rydgard
2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
Want to get rid of direct accesses to GPUState in modules that may be reused in
my future next-gen backends, that will reformat display lists into command lists that will
then be optimized and executed, out of sync with the real GPUState.

Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
2015-07-29 12:37:49 +02:00
Unknown W. Brackets
7f8cf7f800 arm64: Use XXH64 for vertex hashing, etc.
Based on benchmarks, it performs better than XXH32 on an A57.
2015-07-22 21:38:01 -07:00
Unknown W. Brackets
401bd35691 Swizzle video texture data on write to mirrors. 2015-06-13 16:29:56 -07:00
Henrik Rydgård
2a1f6bca97 Fix NEON 4444 CheckAlpha, workaround for failed bNEON detection on ARM64 2015-05-31 12:29:08 +02:00
KentuckyCompass
880697f40a Add NEON versions of the CheckAlpha family 2015-05-25 18:04:52 -07:00
Unknown W. Brackets
ba77ad607e Erp, dumb typo. 2015-05-25 15:47:14 -07:00
Unknown W. Brackets
5d244229ba Silence a type conversion warning. 2015-05-25 10:07:05 -07:00
Unknown W. Brackets
f78acfb867 Cleanup a few things in SSE CheckAlpha. 2015-05-25 07:39:31 -07:00
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