Commit Graph

157 Commits

Author SHA1 Message Date
Unknown W. Brackets
eee3ac79f4 Always clamp in ToRGB[A]?().
Before we only clamped with SSE, better to be consistent.  This may also
be slightly faster.
2014-10-31 09:07:54 -07:00
Henrik Rydgard
d17aa4738a Some more GetPointer cleanup 2014-10-19 23:19:51 +02:00
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f6649794df Respect max texture level in GE debugger preview. 2014-06-15 10:31:16 -07:00
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eaf3288304 Add debug interface for non-L0 texture preview. 2014-06-15 09:30:37 -07:00
Sacha
c745072b55 Update Symbian to GCC 4.8.3 2014-06-11 03:10:50 +10:00
Sacha
fd70cfa149 Travis: Update to GCC 4.7.3 for Symbian. 2014-06-09 20:28:26 +10:00
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233f13bb8e Fix a GetPointer() in softgpu when debugging.
Should just bail without a texture bound.
2014-05-11 10:58:33 -07:00
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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
Unknown W. Brackets
1ce6bf399a Buildfix for 32-bit x86, arg. 2014-03-17 21:52:45 -07:00
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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
Unknown W. Brackets
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
Unknown W. Brackets
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
chinhodado
d110d4e3cf change to correct enums 2014-02-20 21:29:00 -05:00
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5a7d400f4b softgpu: Fix lines drawn upward or leftward. 2014-01-19 23:32:53 -08:00