Unknown W. Brackets
473fb866e6
softgpu: Implement vertex preview.
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And move ConvertMatrix4x3To4x4() into a common place since there were
differing implementations, which was only confusing.
2013-12-29 13:45:10 -08:00
Unknown W. Brackets
d35717f5a8
Also report the vertex decoder jit to verysleepy.
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Can use the same methods to support other platforms.
2013-11-30 19:20:22 -08:00
Unknown W. Brackets
fcc77f525f
Implement some basic vertex previews on prim.
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3D doesn't work correctly (sometimes it does...) 2D should be working.
2013-11-17 13:27:50 -08:00
Henrik Rydgard
3b63ef7005
Remove the SubmitPrim param forceIndexType, optimize BBOX more.
2013-11-14 14:03:03 +01:00
Henrik Rydgard
46313ced55
Prepare transform pipeline for step by step decoding
2013-11-13 18:10:57 +01:00
Henrik Rydgard
810b1a061f
Vertex decoder JIT for x86 and x64. Handles the most common vertex formats.
2013-11-03 15:27:12 +01:00
Unknown W. Brackets
1e65a691f4
Cap the number of vertexes per flush.
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Might not be realistic, but we crash if we go over. Pretty unlikely to
happen in real games, but I suppose not impossible. Happens in the vertex
speed demo (#3106.)
2013-10-27 14:43:58 -07:00
Henrik Rydgård
6d6ea77df2
Add comments (speedup plans for GLES) and reformat a bit (no changes)
2013-10-09 11:56:46 +02:00
Henrik Rydgard
4c2c015774
Expose the experimental "bPrescaleUV" as "Texture Coord Speedhack"
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It's actually quite beneficial in some games, can substantially reduce
glUniform4fv calls.
Also throw in a second shot at glDrawRangeElements.
2013-10-08 22:59:40 +02:00
Henrik Rydgard
4cba4efbba
Try to fix scaling of generated UV texcoords on splines.
2013-09-24 14:14:05 +02:00
Henrik Rydgard
bd8cb4b02d
Start work on implementing bbox, add a comment with some thoughts..
2013-09-24 14:14:05 +02:00
Henrik Rydgard
2b66a850be
More spline/bezier optimization. Enable real splines. Add option "Low quality spline/bezier curves".
2013-09-24 11:14:49 +02:00
Henrik Rydgard
82e5787bbe
Preparation for proper spline/bez: Convert control points to a simple format.
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The bezier/spline code will no longer need to handle morph and splines,
when it's finally written. This is done by pre-skinning in software and
pre-decoding to get rid of the morph.
2013-09-21 23:37:14 +02:00
Henrik Rydgard
cc6681cd0b
Compile Ced's DX9 GPU on Windows. Not hooked up yet.
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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.
2013-09-15 12:52:44 +02:00
Henrik Rydgard
a418dd0566
Spline: Don't create twice the number of triangles we need.
2013-08-30 10:25:37 +02:00
Florent Castelli
c6932e2675
Use GEPrimitiveType everywhere instead of stupid integer
2013-08-25 19:51:06 +02:00
Unknown W. Brackets
c141e94fe9
Use gstate.* accessors in a few more places.
2013-08-24 11:34:35 -07:00
Henrik Rydgard
772f9cc585
Adapt the basic spline code from the softgpu to the GL code.
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Fixes (but not perfectly) games that make simple use of splines like LocoRoco.
(The locos are a little jagged)
2013-08-23 00:33:18 +02:00
Henrik Rydgard
8e2c485373
Some microoptimization
2013-08-11 22:12:14 +02:00
Henrik Rydgard
51ffdfa132
Rename gpuStats.numFrames to numVBlanks. Switch to using numFlips for things like cache expirations.
2013-08-07 22:34:00 +02:00
Henrik Rydgard
61d419b2ec
Don't scan for something to decimate every frame. Actually costs perf.
2013-08-01 00:13:58 +02:00
Unknown W. Brackets
2f94977efe
Don't include gfx/gl* outside the OpenGL GE.
2013-07-29 22:47:38 -07:00
Henrik Rydgard
50a2d1b87f
More work on prescaled UV
2013-07-28 00:33:51 +02:00
Henrik Rydgard
eaf5cc169d
TransformPipeline: Minor memory optimization and a prim sanity check
2013-07-22 19:22:38 +02:00
Henrik Rydgard
5c1425f900
Detect clears, replace with glClear(). Needs more testing, disabled for now.
2013-05-09 09:47:39 +02:00