Commit Graph

58 Commits

Author SHA1 Message Date
raven02
cd28c846eb VertexDecoder: Fix a typo #1 2013-07-29 16:40:57 +08:00
Henrik Rydgard
50a2d1b87f More work on prescaled UV 2013-07-28 00:33:51 +02:00
Henrik Rydgard
2eaf581bbe Add experimental UV prescaling hack, hidden as it's not finished yet.
Most people should ignore this for now, it's a step towards faster skinning in the future.
2013-07-27 23:23:17 +02:00
Henrik Rydgard
8602c276ca Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
2013-07-27 22:14:34 +02:00
Henrik Rydgard
e36e976877 Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
2013-07-27 20:09:22 +02:00
Henrik Rydgard
9add78722d Fix size calculation for weights. Old one would waste space for small weights. 2013-07-27 19:35:55 +02:00
Henrik Rydgard
5d91518e63 Don't know what I was thinking, sigh. Fixes #2889 2013-07-23 01:05:09 +02:00
Henrik Rydgard
2f2f20ce64 Couple of trivial microoptimizations. probably no impact. 2013-07-23 00:13:51 +02:00
The Dax
0d8833500f Fix incorrect comment. 2013-06-26 16:02:53 -04:00
The Dax
695f7eeec5 Fix more style issues, and abstract most of the init code from MemMap.cpp. 2013-06-26 16:02:52 -04:00
The Dax
8ab734d516 Restructure the hack to be more correct, and add support for double texture coordinates. Fixes #2314.
Also address various coding style issues.
2013-06-26 16:02:52 -04:00
Unknown W. Brackets
0b9de18f8c Small optimization to morph vertex step funcs. 2013-04-24 08:19:42 -07:00
Unknown W. Brackets
34f1f3a8e7 Remove one more FP usage in GPU. 2013-04-13 13:04:39 -07:00
Henrik Rydgard
5828fe5728 Fix vertexdecoder RGB565 bug found by unknownbrackets, also remove FP use in RGBA5551 2013-04-13 19:45:17 +02:00
Henrik Rydgard
d96c588288 Cache vertex decoders. No big boost now, but opens for optimizing them more, and lets us keep stats of the most common ones. 2013-03-24 12:28:42 +01:00
Henrik Rydgard
57e82619ca Fix some glitches that were caused by the MH glitch fix (wrong prim..). Also some cleanup. 2013-03-24 01:13:02 +01:00
Henrik Rydgard
b4977610cc Smarter draw call joining, fixing MH vertex glitches. Thanks bovine for identifying the issue. 2013-03-23 13:12:52 +01:00
raven02
45e4919fe9 Change .f to .0f etc. 2013-02-17 21:26:23 +08:00
Henrik Rydgard
0eabc80c3e Small optimizations and fixes to vertex decoder 2013-02-16 09:28:55 +01:00
Henrik Rydgard
356f5788e1 Fix more UV issues 2013-02-08 00:04:01 +01:00
Henrik Rydgard
6b3ddae554 Fix UV error introduced in previous commit 2013-02-06 21:38:19 +01:00
Henrik Rydgard
aaf00e047b Don't convert texcoords to float either. 2013-02-06 20:30:10 +01:00
Henrik Rydgard
bf7ad9e1c9 Also don't convert 16-bit bone weights to float. Fixes a bug from the last similar change. 2013-02-05 18:02:10 +01:00
Henrik Rydgard
bdc467769e Some shader and vertex format optimizations 2013-02-05 01:37:00 +01:00
Henrik Rydgard
bf51291527 Don't translate bone weights to floats unnecessarily. Minor optimization to ApplyShader, pushing it down the profile from 2% to 0.5% in Wipeout. 2013-02-04 23:10:40 +01:00