Unknown W. Brackets
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4cc4cfed4c
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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.
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2014-05-04 18:24:49 -07:00 |
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Unknown W. Brackets
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22a80fb7be
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softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
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2014-04-13 09:01:14 -07:00 |
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sum2012
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fa1b65fd59
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Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
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2014-04-13 06:45:46 +08:00 |
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Henrik Rydgard
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0b673719c2
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Crashfix for software renderer in 32-bit (SSE misalignment)
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2014-03-22 00:12:21 +01:00 |
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Unknown W. Brackets
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1ce6bf399a
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Buildfix for 32-bit x86, arg.
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2014-03-17 21:52:45 -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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6de2129f98
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softgpu: Don't re-pack 8888 colors.
It's like a bad joke, but MSVC was not optimizing this out.
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2014-03-16 23:03:07 -07:00 |
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Unknown W. Brackets
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627027307c
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softgpu: Use SSE in ToRGB()/FromRGB() etc.
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2014-03-16 19:21:35 -07:00 |
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Unknown W. Brackets
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07ca96e226
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softgpu: Use SSE in alpha blending.
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2014-03-16 18:57:11 -07:00 |
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Unknown W. Brackets
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601ff10f1e
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softgpu: Use SSE in tex modulation.
Could do others, this seems the most common. Gives a few more percent.
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2014-03-16 18:28:06 -07:00 |
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Unknown W. Brackets
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6ef0aa123f
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softgpu: Use SSE for the secondary color.
It's easy to speed up this code since it's so hot.
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2014-03-16 16:21:12 -07:00 |
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Unknown W. Brackets
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7f3e158a0f
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softgpu: Get all tex samples at the same time.
Kills a bunch of overhead, improving speed more.
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2014-03-16 15:51:47 -07:00 |
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Unknown W. Brackets
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d9e29a2edf
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softgpu: Optimize alpha blending handling.
This alone makes it a good bit faster.
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2014-03-16 15:22:31 -07:00 |
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Unknown W. Brackets
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f21649e563
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softgpu: Minor simplification for alpha blend.
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2014-03-16 15:09:42 -07:00 |
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Unknown W. Brackets
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1ab7325d4a
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softgpu: Use a full Vec4 for the prim color.
Simpler, and slightly faster.
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2014-03-16 15:04:41 -07:00 |
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Unknown W. Brackets
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c3530a6674
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softgpu: Don't multithread small triangles.
It ends up being slower with all the overhead, of course.
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2014-03-16 14:49:49 -07:00 |
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Unknown W. Brackets
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b33d0c4046
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softgpu: Use SSE for texture sampling.
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2014-03-16 14:33:42 -07:00 |
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Unknown W. Brackets
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b357b00ace
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softgpu: Use SSE for through texture coords.
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2014-03-16 14:30:20 -07:00 |
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Unknown W. Brackets
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dd140b73bb
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softgpu: Use SSE for gouraud shading.
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2014-03-16 14:29:22 -07:00 |
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Unknown W. Brackets
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a843cbd580
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Shrink the very common sceKernelThread.h include.
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2014-03-15 11:44:02 -07:00 |
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Henrik Rydgård
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b7651b61c7
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Merge pull request #5546 from chinhodado/fixes
some minor fixes and changes
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2014-02-23 19:12:42 +07:00 |
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chinhodado
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aae9d43e7d
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remove some redundant brackets
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2014-02-22 23:26:20 -05:00 |
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chinhodado
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9bd07d4c9c
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remove a redundant assignment
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2014-02-22 23:08:26 -05:00 |
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chinhodado
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d110d4e3cf
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change to correct enums
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2014-02-20 21:29:00 -05:00 |
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Unknown W. Brackets
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e7eca477b0
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Add a tab to show vertex values to the GE debugger.
Should be pretty useful, especially for depth issues.
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2014-02-08 22:03:29 -08:00 |
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