Commit graph

169 commits

Author SHA1 Message Date
Henrik Rydgard
f77a2494ad DrawTriangleSlice lambda: Capture parameters by reference, not copy, to avoid alignment issues. 2015-09-06 19:32:16 +02:00
Henrik Rydgard
f356b0c644 Minor swrast opt 2015-06-11 20:23:53 +02:00
Henrik Rydgard
842817c91d Add fog support to software rasterizer (as if it wasn't slow enough already) 2015-06-11 16:01:17 +02:00
Henrik Rydgard
7e2f37abc1 Update native with profiler fix. Profile the SW rast a little. 2015-06-11 12:44:45 +02:00
Henrik Rydgard
db110d60a1 Rename some colorconv functions 2015-04-08 23:01:17 +02:00
Henrik Rydgard
4621586342 Move simple conversion functions out of the ColorConv header. 2015-04-08 22:52:49 +02:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Peter Tissen
3ada988740 capture by value, since the dispatch seems asynchronous 2015-03-06 22:10:10 +01:00
Peter Tissen
f5795a68a7 Make compilable under VS2015 2015-03-06 21:09:45 +01:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Henrik Rydgard
53b5d331b4 Assorted minor optimizations 2014-11-17 21:21:44 +01:00
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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
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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
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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
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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
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8271ec1a55 softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
2014-01-19 23:32:12 -08:00
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74c1b21b59 softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines.  Now it's just regular
super slow.
2014-01-19 23:28:34 -08:00
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4bb6a77519 softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
2014-01-18 20:50:38 -08:00
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8f5fc4f079 softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
2014-01-18 20:48:48 -08:00
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e216032a8c softgpu: Separate out texturing logic.
This way it can be applied to other primitives.  But, this will probably
need larger changes to implement mipmapping.
2014-01-18 20:10:42 -08:00
raven02
4c25bb0365 softgpu: Let's try doubling before alpha blend.
Fixes #5122.
2014-01-18 19:58:28 -08:00
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08eecba6ba softgpu: Refactor pixel drawing to avoid code dup. 2014-01-18 19:57:12 -08:00
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01090f4ce7 softgpu: Respect the texture filering option.
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
2014-01-18 16:39:46 -08:00
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b9f4cc4481 Double colors only when texturing, and after test.
Per tests.
2014-01-12 11:45:29 -08:00
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eb0ea71f24 softgpu: Use region for debugger buffer previews.
It's fine if it resizes or etc., but this should generally be the
interesting area of vram to show, without any confusing noise on the
side/etc.
2013-12-29 13:02:04 -08:00
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9f86959826 Fix typesafety (ScreenCoords not DrawingCoords.) 2013-12-29 12:59:26 -08:00
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9aa1b15569 softgpu: Fix black objects with bilinear filtering.
Dividing by 256 gives us a range of 0-253, and incorrectly gets zero for
some components (guessing alpha, primarily?) in some games.

Dividing by 255 has a speed hit, so a slight bias to the top left seems
like a decent performance compromise (and it's a very slight bias.)
2013-12-15 11:59:25 -08:00
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96d6f52a13 softgpu: Retain accuracy in depth for tests.
Fixes intro/menu issues in Phantasy Star Portable 1/2, and text in the
first, both of which now look correct.
2013-12-15 11:59:25 -08:00