Commit Graph

2821 Commits

Author SHA1 Message Date
Henrik Rydgård
0c18c4be4e Temporarily disable the handcoded non-NEON tex hash 2013-11-11 14:13:47 +01:00
Henrik Rydgård
c80403c377 Temporarily disable the handcoded NEON texture hash 2013-11-11 14:13:47 +01:00
Henrik Rydgård
345a4ccf0e Merge pull request #4487 from unknownbrackets/perf
Texture cache hashing tweaks, disable second cache on mobile
2013-11-09 17:30:40 -08:00
sum2012
e4b68099e0 Attempt to fix Colin Mcrae Dirt 2 Crash correctly
#4482
2013-11-10 08:23:31 +08:00
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
2dfa2379f4 Rewrite QuickTexHashNEON directly in asm.
Seems like gcc couldn't optimize it to this.
2013-11-09 12:54:55 -08:00
Henrik Rydgard
497915141b Revert to normal for loop in the index generator, the < 3 case gets taken care of properly. Just existing caused some issues. 2013-11-09 19:33:40 +01:00
sum2012
886fcdd0b1 Fix Colin Mcrae Dirt 2 Crash
#4482
2013-11-10 02:23:22 +08:00
Henrik Rydgard
9a51d25279 Minor optimization in IndexGenerator::AddStrip. 2013-11-08 12:43:47 +01:00
Unknown W. Brackets
e435b81281 Optimize IndexGenerator::AddPrim() funcs for MSVC.
Reduces profile from ~5.4% to ~1.6% (with vertex cache off) in
Senjou no Valkyria 3.  Similar to the TranslatePrim() funcs.
2013-11-04 22:49:28 -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
Sacha
bb8e364086 Fix shader path. 2013-10-28 15:46:12 +10:00
Henrik Rydgard
3a787f46a5 Hide shaders we can't run on GLES2 2013-10-23 22:58:21 +02:00
Henrik Rydgard
7d8aed096a Add proper support for upscaling shaders, add Spline36 upscaling
Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...

This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00
Unknown W. Brackets
9a9aa5b194 Fix initialization order warnings. 2013-10-19 14:57:45 -07:00
Sacha
eb19a8b869 Include shaders in the installable packages for Blackberry, Symbian, Meego. 2013-10-17 14:29:34 +10:00
Unknown W. Brackets
775c37f387 Override shaders by name. 2013-10-12 16:48:06 -07:00
Unknown W. Brackets
74db6d4e26 Load custom shaders from ms0:/PSP/shaders/. 2013-10-12 16:44:46 -07:00
Henrik Rydgard
33acec8263 Actually, don't ignore the first section of postshader ini files - if there's no comment there, it won't exist. 2013-10-12 02:13:51 +02:00
Henrik Rydgard
e0b19decca Add generic "PostShader" functionality, replacing FXAA (it's one of them).
Replaces #4018, sorry DanyalZia :)
2013-10-12 02:05:55 +02:00
Henrik Rydgard
cd57e8a09d Forgot that you should never walk arrays with member variables, throws off the MSVC optimizer (probably a pointer aliasing issue) 2013-10-07 21:35:22 +02:00
Henrik Rydgard
4751dd631c Some more IndexGenerator optimization just for kicks 2013-10-07 21:13:52 +02:00