Unknown W. Brackets
637a9de75d
Optimize out some clear mode checks.
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Since it's really common and the rasterizer is slow for large draws.
2013-12-08 14:24:17 -08:00
Unknown W. Brackets
598d509fb9
Use multiple threads if available for softgpu.
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VIVA OVERHEAD. But it's actually generally faster this way, even with
only 2 cores running (but not a huge improvement then.)
On an i7, this improves things ~2.5x with 8 cores.
2013-12-08 13:41:20 -08:00
Henrik Rydgård
428b27903b
Merge pull request #4556 from unknownbrackets/ctrl-timing
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Adjust ctrl timing (sample and wake after vblank)
2013-11-18 05:06:58 -08:00
Unknown W. Brackets
7a9fe955f8
softgpu: Only check clear mode once for depthtest.
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Small, small optimization. It's only called outside clear mode.
2013-11-17 19:32:21 -08:00
Unknown W. Brackets
dfadb67ea1
Avoid some operator overloads.
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Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets
1311d71455
softgpu: Fix reversed stencil test funcs.
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LESS applies to the ref compared to the stencil, not the stencil compared
to the ref.
With this, stencil testing is finally being done properly in Star Ocean.
2013-11-10 03:21:01 -08:00
Unknown W. Brackets
2db98b8669
softgpu: Don't apply logic op to stencil value.
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Also, they were not at all applying correctly.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
438928de40
softgpu: Apply stencil op even when depth disabled.
2013-11-10 03:21:00 -08:00
Unknown W. Brackets
5327ce80d5
softgpu: throughmode doesn't disable any tests.
2013-11-10 03:20:59 -08:00
Unknown W. Brackets
5751e0a0a4
softgpu: Simplify color clamping.
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
21deaef35a
Invert gstate.getClearModeColorMask().
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It makes more sense matching gstate.getColorMask().
2013-11-10 03:20:58 -08:00
Unknown W. Brackets
5817684e28
softgpu: Never write alpha, only stencil.
2013-11-10 03:20:57 -08:00
Unknown W. Brackets
be9fe9ad9a
softgpu: Fix stencil read/write in some formats.
2013-11-10 03:20:56 -08:00
Unknown W. Brackets
c1897b9e54
Compare stencil correctly based on bitdepth.
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All sorts of funny rules. See comments here:
https://github.com/hrydgard/ppsspp/pull/4150
2013-10-12 22:20:38 -07:00
Unknown W. Brackets
b9811c7c97
Use the slow way to get the softgpu texture.
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So that it actually shows what the softgpu is using.
2013-10-07 01:26:48 -07:00
Unknown W. Brackets
5c2d418d95
Read softgpu stencil using existing funcs.
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Slower but at least it's the same.
2013-10-07 01:02:58 -07:00
Unknown W. Brackets
b9453f82ca
Use the full alpha bits for stencil in softgpu.
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It works to increment and set the stencil, so it can't be high bits only.
2013-10-07 01:00:43 -07:00
Unknown W. Brackets
013e3f3be2
Add very basic and slow DXT decoding to softgpu.
2013-10-05 12:25:18 -07:00
Unknown W. Brackets
e79781b1a3
softgpu: Skip the stencil/depth tests in a clear.
2013-09-28 12:15:07 -07:00
Henrik Rydgard
82a2f6443d
Oops (last commit)
2013-09-21 21:05:15 +02:00
Henrik Rydgard
34341b0373
Minor optimization in swrast
2013-09-21 21:03:43 +02:00
Henrik Rydgard
48aac7cf9f
Softgpu: Wrap textures in through mode to avoid crashes in texturing.
2013-09-21 20:28:26 +02:00
The Dax
d102baacd0
Prep PPSSPP for Visual Studio 2013.
2013-09-17 10:27:06 -04:00
Unknown W. Brackets
ad4bd8ed74
softgpu: small optimization, precompute tex info.
2013-09-15 21:39:28 -07:00
Unknown W. Brackets
f43997a47f
Update bufw handling in all gpus.
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This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00