Commit Graph

254 Commits

Author SHA1 Message Date
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4cc4cfed4c Note that VADDR/IADDR are not updated on PRIM.
Even though they do increase the addresses, they don't affect the CMD
registers.

Also, make sure not to use a crazy bytesRead for a zero-sized prim.
2014-05-04 18:24:49 -07:00
Unknown W. Brackets
22a80fb7be softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
2014-04-13 09:01:14 -07:00
sum2012
fa1b65fd59 Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
2014-04-13 06:45:46 +08:00
Henrik Rydgard
0b673719c2 Crashfix for software renderer in 32-bit (SSE misalignment) 2014-03-22 00:12:21 +01:00
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1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
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38d0bac1df Optimize some 4444/8888 color conversions.
Small performance boost in softgpu.
2014-03-17 01:21:52 -07:00
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6de2129f98 softgpu: Don't re-pack 8888 colors.
It's like a bad joke, but MSVC was not optimizing this out.
2014-03-16 23:03:07 -07:00
Unknown W. Brackets
627027307c softgpu: Use SSE in ToRGB()/FromRGB() etc. 2014-03-16 19:21:35 -07:00
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07ca96e226 softgpu: Use SSE in alpha blending. 2014-03-16 18:57:11 -07:00
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601ff10f1e softgpu: Use SSE in tex modulation.
Could do others, this seems the most common.  Gives a few more percent.
2014-03-16 18:28:06 -07:00
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6ef0aa123f softgpu: Use SSE for the secondary color.
It's easy to speed up this code since it's so hot.
2014-03-16 16:21:12 -07:00
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7f3e158a0f softgpu: Get all tex samples at the same time.
Kills a bunch of overhead, improving speed more.
2014-03-16 15:51:47 -07:00
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d9e29a2edf softgpu: Optimize alpha blending handling.
This alone makes it a good bit faster.
2014-03-16 15:22:31 -07:00
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f21649e563 softgpu: Minor simplification for alpha blend. 2014-03-16 15:09:42 -07:00
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1ab7325d4a softgpu: Use a full Vec4 for the prim color.
Simpler, and slightly faster.
2014-03-16 15:04:41 -07:00
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c3530a6674 softgpu: Don't multithread small triangles.
It ends up being slower with all the overhead, of course.
2014-03-16 14:49:49 -07:00
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b33d0c4046 softgpu: Use SSE for texture sampling. 2014-03-16 14:33:42 -07:00
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b357b00ace softgpu: Use SSE for through texture coords. 2014-03-16 14:30:20 -07:00
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dd140b73bb softgpu: Use SSE for gouraud shading. 2014-03-16 14:29:22 -07:00
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a843cbd580 Shrink the very common sceKernelThread.h include. 2014-03-15 11:44:02 -07:00
Henrik Rydgård
b7651b61c7 Merge pull request #5546 from chinhodado/fixes
some minor fixes and changes
2014-02-23 19:12:42 +07:00
chinhodado
aae9d43e7d remove some redundant brackets 2014-02-22 23:26:20 -05:00
chinhodado
9bd07d4c9c remove a redundant assignment 2014-02-22 23:08:26 -05:00
chinhodado
d110d4e3cf change to correct enums 2014-02-20 21:29:00 -05:00
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e7eca477b0 Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
2014-02-08 22:03:29 -08:00