Commit Graph

216 Commits

Author SHA1 Message Date
Henrik Rydgård
bdc69f5171 Merge pull request #15317 from unknownbrackets/softgpu-lighting
softgpu: Precompute lighting parameters
2022-01-17 01:06:35 +01:00
Unknown W. Brackets
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
Unknown W. Brackets
d95475e021 softgpu: Expose flush reasons/times in debug stats. 2022-01-16 11:27:42 -08:00
Unknown W. Brackets
2de7993dc5 softgpu: Decorate some stats for flushes. 2022-01-16 08:23:15 -08:00
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
18f2a45a6a softgpu: Allow binning across prim calls. 2022-01-16 00:49:49 -08:00
Unknown W. Brackets
6896a7a64e softgpu: Use cached state for screen offset. 2022-01-15 18:20:25 -08:00
Unknown W. Brackets
02c5559393 softgpu: Remove z from DrawingCoords.
It's not really used much of anywhere, anyway.
2022-01-15 15:38:56 -08:00
Unknown W. Brackets
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
Unknown W. Brackets
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
Unknown W. Brackets
970e9c2f51 softgpu: Move threading into BinManager.
This threads much more effectively, across entire prim call.
2022-01-13 22:45:23 -08:00
Unknown W. Brackets
48ef4a18b1 softgpu: Handle scissor/range in BinManager. 2022-01-13 19:07:41 -08:00
Unknown W. Brackets
a0a9b1e89b softgpu: Add class to manage and enqueue for bins.
For now, just forwarding.
2022-01-13 09:26:59 -08:00
Unknown W. Brackets
75ff3e44e6 softgpu: Move texture addresses to prim state. 2022-01-11 00:00:03 -08:00
Unknown W. Brackets
d5c5e9478e softgpu: Prepare more state per prim call. 2022-01-10 22:12:35 -08:00
Unknown W. Brackets
d7a82ab7b8 softgpu: Compute func IDs once per batch of verts.
This saves a decent chunk of time, especially when many verts are being
drawn.
2022-01-10 22:12:35 -08:00
Unknown W. Brackets
e57730a97d softgpu: Output normals to GE debugger. 2022-01-09 21:33:45 -08:00
Unknown W. Brackets
9458610d96 softgpu: Avoid rsqrt path for normals.
In LittleBigPlanet, it's noticeable that the lighting is very off due to
the slight loss of accuracy - possibly due to cutoff or similar.
2022-01-07 23:22:57 -08:00
Unknown W. Brackets
ce8a49b1c1 softgpu: Retain floats in diffuse/specular.
This seems to be a bit more accurate.  Color blending seems correct now,
but the factors and especially pow results are off.

Also, normalize normal to 0, 0, 1, which seems to match results better.
2022-01-06 21:52:31 -08:00
Unknown W. Brackets
079b67e7ed softgpu: Use common SIMD matrix multiplies. 2022-01-06 21:19:47 -08:00
Unknown W. Brackets
cba2374abd softgpu: Separate calculation of S/T.
We could probably reuse, but we're not right now and it complicates the
logic.
2022-01-06 21:19:47 -08:00
Unknown W. Brackets
e4673a5fa4 softgpu: Separately profile verts and lighting. 2022-01-02 13:46:11 -08:00
Unknown W. Brackets
2ab7499d8d softgpu: Combine sliced rectangles.
This mostly affects clears, and reduces overhead.  Only about 2%
improvement, but it's a small change.
2021-11-14 18:31:46 -08:00
Unknown W. Brackets
0281e2f017 softgpu: Split out rectangle path for combining. 2021-11-14 18:31:46 -08:00