Unknown W. Brackets
257f8dbbc6
GPU: Remove now-unused vertex decoder funcs.
...
We always convert to float now, so these functions are no longer used.
2017-05-06 18:55:16 -07:00
Unknown W. Brackets
e9625707fa
x86: Implement Jit_TcU16Through.
...
This just ports the updateSide logic from other types.
2017-03-18 13:44:47 -07:00
Henrik Rydgard
a272a4ee3f
Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed.
2017-03-03 14:19:36 +01:00
Henrik Rydgard
98e0ccf1e1
Vertex JIT: Add some missing functions to ARM/ARM64 decoders.
2017-01-25 20:13:29 +01:00
Henrik Rydgard
1dbeca0618
Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth.
2016-12-20 13:42:54 +01:00
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
Henrik Rydgard
b264657d56
Implement W^X-compatible path. Works on Windows and Android, hopefully iOS (untested).
...
Disabled block linking in this mode, can re-enable with some more work later.
To enable W^X on other platforms than iOS, simply change PlatformIsWXExclusive.
2016-08-28 14:52:08 +02:00
Unknown W. Brackets
ebce8d2753
Don't convert to float with prescale off.
...
Since we assume we need to normalize, it seems.
2016-04-16 19:00:34 -07:00
Unknown W. Brackets
ff802a983a
vertexjit: Implement x86 tc morph decoding.
2016-04-16 18:38:08 -07:00
Henrik Rydgard
0a8d74728a
x86/64: Add a couple of more cases to very minor vertex skinning optimization
2016-03-28 18:40:23 +02:00
Henrik Rydgard
e270b955bb
x86/x64: Minor vertex decoder optimization
2016-03-22 23:56:55 +01:00
Henrik Rydgard
56814ad52d
SW skinning (ARM32, x86): Don't convert more bone matrices than necessary
...
Was already fixed on ARM64.
2015-10-25 00:51:47 +02:00
Henrik Rydgard
6a373fe09a
Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model).
2015-10-24 10:41:31 +02:00
Unknown W. Brackets
dff4aeb30f
Correct uv bound pointers in arm vertexjit.
2015-09-13 14:55:10 -07:00
Unknown W. Brackets
5c233fa545
Add initial decoding check for uv bounds.
2015-09-13 10:00:33 -07:00
Unknown W. Brackets
c6b55459b1
vertexjit: Skip soft skinning setup when morphing.
...
This makes x86 match arm.
2015-05-16 21:47:13 -07:00
Henrik Rydgard
4422b3deb7
x86: Minor soft-skinning optimization
2014-11-16 17:43:29 +01:00
Unknown W. Brackets
c02172ebd5
vertexjit: Oops, this wasn't supposed to be there.
...
Fixes #7081 .
2014-11-11 08:31:27 -08:00
Unknown W. Brackets
a838459627
vertexjit: Optimize weights on x64 (not 32-bit.)
...
A few percent in Gods Eater Burst and Kingdom Hearts.
2014-11-08 15:16:02 -08:00
Henrik Rydgard
8177b4c43b
Avoid an ifdef using PTRBITS
2014-10-12 19:35:55 +02:00
Unknown W. Brackets
4210ba44eb
Clean up a few more ImmPtr() cases.
2014-09-21 08:34:27 -07:00
Unknown W. Brackets
967df9c018
vertexjit: Use SSE4 in tc u8/u16 code.
...
It's not much different for non-SSE 4, might as well be common.
2014-09-17 23:15:24 -07:00
Unknown W. Brackets
5276487611
vertexjit: Use SSE for all weights, u8/u16.
2014-09-17 23:14:36 -07:00
Unknown W. Brackets
4c1061ff4a
vertexjit: Optimize the d3d9 weights a bit.
...
Only used without skinning on, or with morph, of course.
2014-09-17 08:39:56 -07:00
Unknown W. Brackets
062bcceeee
Oops, forgot to multiply.
2014-09-17 08:27:44 -07:00