Unknown W. Brackets
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a1301f5c4d
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Log if any games are actually using s8 through.
Not sure about z sign.
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2014-03-23 16:26:16 -07:00 |
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Unknown W. Brackets
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29f9ea5df6
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vertexjit: support 8888 morph on ARM.
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2014-03-23 16:26:14 -07:00 |
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Unknown W. Brackets
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632eec38e8
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vertexjit: Use SSE4.1 where available on x86.
Just because we can.
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2014-03-22 16:11:16 -07:00 |
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Unknown W. Brackets
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5d04f123b9
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vertexjit: A couple more tweaks to morph on x86.
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2014-03-22 15:56:30 -07:00 |
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Unknown W. Brackets
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12c2683fb8
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vertexjit: Cut a few more instrs from x86 morph.
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2014-03-22 15:56:30 -07:00 |
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Unknown W. Brackets
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0da5caf11a
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vertexjit: Cut a few instrs from morph on x86.
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2014-03-22 15:56:30 -07:00 |
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Unknown W. Brackets
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162f229294
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vertexjit: Support the color morphs on x86.
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2014-03-22 15:56:29 -07:00 |
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Unknown W. Brackets
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38d0bac1df
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Optimize some 4444/8888 color conversions.
Small performance boost in softgpu.
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2014-03-17 01:21:52 -07:00 |
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Unknown W. Brackets
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fb63dad54e
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vertexjit: Implement Morph pos/nrm variants on x86.
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2014-03-02 20:11:40 -08:00 |
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Henrik Rydgård
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79549e4acc
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PosS16Through: Treat Z as unsigned.
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2014-02-13 11:59:47 +01:00 |
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Unknown W. Brackets
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2347498667
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x86jit: Use templates to avoid some void * casts.
Makes it a bit cleaner and potentially safer.
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2014-01-18 09:57:13 -08:00 |
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Henrik Rydgård
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9aa0c9a489
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Minor x86 optimizations
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2013-11-26 18:23:08 +01:00 |
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Henrik Rydgard
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17c9e0d172
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x86 vtxjit: Use MOVZX to avoid loading too many bits when loading 16-bit colors.
Probably doesn't fix anything but more correct.
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2013-11-26 14:30:32 +01:00 |
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Henrik Rydgard
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acb3994172
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Split VertexDecoder into files for ARM and x86, got too large.
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2013-11-24 15:58:15 +01:00 |
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