Henrik Rydgård
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5886ccffdc
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Merge pull request #4441 from unknownbrackets/vertex-decoder-jit
Force 5 byte jumps to avoid jump target issues (vertex jit, x86)
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2013-11-04 01:25:40 -08:00 |
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Unknown W. Brackets
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06194ac261
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Add 5551 conversion to the arm vertexjit.
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2013-11-04 00:47:05 -08:00 |
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Unknown W. Brackets
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16dcf807a8
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Add 565 conversion to arm vertexjit.
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2013-11-03 21:58:26 -08:00 |
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Unknown W. Brackets
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ab17d659cf
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Implement 4444 conversion in arm vertexjit.
Seems to help Dissidia a bit.
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2013-11-03 21:58:26 -08:00 |
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Unknown W. Brackets
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bfda36efff
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Don't subtract nrmoff in arm vertexjit.
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2013-11-03 21:57:55 -08:00 |
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Unknown W. Brackets
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a1fa65f631
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Stupid typos, broke 4444 and 565.
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2013-11-03 18:43:24 -08:00 |
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Unknown W. Brackets
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d5337edf1f
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Force 5 byte jumps to avoid jump target issues.
Some with 16-bit colors were too far.
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2013-11-03 17:17:04 -08:00 |
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Unknown W. Brackets
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aece4fd580
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16-bit colors in vertex jit for x86.
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2013-11-03 15:04:47 -08:00 |
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Henrik Rydgard
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f0fd7679ce
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Preliminary ARM vertex decoder JIT. Has a weird issue in PosS16.
Other minor changes and fixes.
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2013-11-03 20:15:42 +01:00 |
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Henrik Rydgard
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810b1a061f
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Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
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2013-11-03 15:27:12 +01:00 |
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Henrik Rydgård
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4d3e57d6eb
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Move normal reversion into the vertex shader instead of the decoder.
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2013-11-02 11:05:31 +01:00 |
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Henrik Rydgard
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c733f7a7ab
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Curious about what games use morph, so let's report.
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2013-09-21 21:22:13 +02:00 |
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Ced2911
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b7aa10efc7
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[gpu] move GetIndexBounds to common
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2013-09-16 17:04:06 +02:00 |
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Henrik Rydgard
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cc6681cd0b
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Compile Ced's DX9 GPU on Windows. Not hooked up yet.
This needs work, has several problems that must be fixed to run on Windows.
Ced, you'll have to fix up your xb project file a bit, sorry.
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2013-09-15 12:52:44 +02:00 |
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raven02
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b2a033b7e0
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Add RROR_LOG_REPORT for vertices without position
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2013-08-26 22:09:43 +08:00 |
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raven02
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c0eaa665d5
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Uncomment out //if (pos)
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2013-08-26 21:24:37 +08:00 |
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Unknown W. Brackets
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cd70250d8c
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Use more accessors, simplify softgpu colortest.
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2013-08-24 11:34:38 -07:00 |
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Henrik Rydgard
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772f9cc585
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Adapt the basic spline code from the softgpu to the GL code.
Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
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2013-08-23 00:33:18 +02:00 |
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raven02
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cd28c846eb
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VertexDecoder: Fix a typo #1
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2013-07-29 16:40:57 +08:00 |
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Henrik Rydgard
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50a2d1b87f
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More work on prescaled UV
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2013-07-28 00:33:51 +02:00 |
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Henrik Rydgard
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2eaf581bbe
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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.
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2013-07-27 23:23:17 +02:00 |
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Henrik Rydgard
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8602c276ca
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Remove that silly factor 2 for floating point texcoords and weights.
No longer needed since we treat the various vertex formats separately.
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2013-07-27 22:14:34 +02:00 |
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Henrik Rydgard
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e36e976877
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Collapse skinning shaders with #bones < 4 to a single one.
Significant perf win for skinned characters in FF:CC and maybe other games.
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2013-07-27 20:09:22 +02:00 |
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Henrik Rydgard
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9add78722d
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Fix size calculation for weights. Old one would waste space for small weights.
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2013-07-27 19:35:55 +02:00 |
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Henrik Rydgard
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5d91518e63
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Don't know what I was thinking, sigh. Fixes #2889
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2013-07-23 01:05:09 +02:00 |
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