Commit Graph

133 Commits

Author SHA1 Message Date
Unknown W. Brackets
637a9de75d Optimize out some clear mode checks.
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.
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
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.
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.
Causing ambiguity.
2013-11-17 14:42:58 -08:00
Unknown W. Brackets
1311d71455 softgpu: Fix reversed stencil test funcs.
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.
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().
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.
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.
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.
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.
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.
This fixes the softgpu as well, at least.
2013-09-15 21:27:13 -07:00