Commit Graph

279 Commits

Author SHA1 Message Date
Unknown W. Brackets
3180e6c043 softgpu: Correct alpha on add + invalid texfuncs. 2021-12-05 16:28:37 -08:00
Unknown W. Brackets
325a1f75aa softgpu: Match texenv blend texfunc accurately. 2021-12-05 16:09:26 -08:00
Unknown W. Brackets
0b6e7c421f softgpu: Make decal tex func more accurate.
Tested for all values of A * B + 0 * (255 - B), as well as A * 127 + B *
(255 - 127), and matches accurately.  Spot checked other values, but not
exhaustively.
2021-12-05 13:34:19 -08:00
Unknown W. Brackets
73460f7461 softgpu: Correct accuracy of MODULATE texfunc.
This matches hardware tests for every value of A * B.
Interesting that it's a different formula than alpha blend.
2021-12-05 12:06:52 -08:00
Unknown W. Brackets
891fa8c613 softgpu: Template away uncommon mip usage.
Improves general case about 10%.
2021-12-04 15:45:06 -08:00
Unknown W. Brackets
48e9404419 softgpu: Remove useless switch by UV gen mode.
They're all handled earlier now, and the switch is on a value & 3, so the
default wasn't even possible.
2021-12-04 15:45:06 -08:00
Unknown W. Brackets
823c4adb15 softgpu: Keep arguments in vectors for sampling. 2021-12-04 15:45:06 -08:00
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96a7554053 sofjit: Move common types to reg cache header.
This makes it easier to use vectors elsewhere.
2021-11-28 08:03:15 -08:00
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91787e63d9 softjit: Switch to the __vectorcall convention. 2021-11-26 08:21:11 -08:00
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ce5ae95854 softgpu: Correct alpha blend subtract on negative.
Oops, we need to subtract signed, but then clamp to unsigned.
2021-11-25 22:06:48 -08:00
Unknown W. Brackets
35444b3051 softgpu: Accurately alpha blend. 2021-11-25 19:23:41 -08:00
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876c8cd368 softgpu: Fix PixelFuncID size.
Oops, can't use unions in bitfields.  Also improve typesafety.
2021-11-21 09:40:13 -08:00
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09dc38080a softgpu: Move draw pixel code to separate file.
This separates things better anyway.  No major perf impact.
2021-11-21 08:23:32 -08:00
Henrik Rydgård
824805ec1e Merge pull request #15154 from unknownbrackets/softjit
Use a pixel func ID in software rendering
2021-11-21 10:50:06 +01:00
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e2f0713cc2 softgpu: Clamp and round fog by mantissa bits.
This matches hardware calculated fog values much better.
2021-11-20 20:54:52 -08:00
Unknown W. Brackets
9abf2a4725 softgpu: Confirm mask doesn't hit stencil REPLACE. 2021-11-20 18:53:51 -08:00
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f7a31c992d softgpu: Use pixel func ID to draw pixels.
This just reduces reliance on gstate directly, and should help keep things
consistent.
2021-11-20 15:27:04 -08:00
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b6bdd69572 softgpu: Clear by dividing out subpixel first. 2021-11-15 06:26:11 -08:00
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f802c3bc6d softgpu: Add some comments and cleanup. 2021-11-15 06:09:12 -08:00
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babd63c644 softgpu: Tune thread minimums better.
Darkstalkers seems more sensitive to these than many other games, this
improves performance more.
2021-11-14 18:44:30 -08:00
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66f635cba0 sfotgpu: Use threads to apply clears. 2021-11-14 18:31:46 -08:00
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f66e243727 softgpu: Correct scissor for pixel centers. 2021-11-07 11:19:41 -08:00
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fe440d40e5 softgpu: Clip full weighted Z without truncating.
In case wsum_recip is nan or similar, we want to make sure we still
properly clip to minz/maxz.
2021-11-05 21:36:38 -07:00
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f03fa2b0b8 softgpu: Improve accuracy of line drawing.
Needs higher precision to change pixel at the right time.

This makes the lines in Persona 1 look right, see #3871.
2021-11-04 00:11:09 -07:00
Unknown W. Brackets
7addc18a6b softgpu: Avoid overflow infinite loop.
For certain large values, it would overflow and continue looping
endlessly.
2021-09-05 23:24:08 -07:00