Unknown W. Brackets
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c90559262b
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Software: clamp inverse factors to zero.
Just to make sure we don't end up with negative factors when
adding/subtracting/etc.
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2015-11-19 06:48:37 -08:00 |
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Unknown W. Brackets
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c22953a4b9
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Treat invalid blend factors as fixed consistently.
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2015-11-19 06:48:06 -08:00 |
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Henrik Rydgard
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f77a2494ad
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DrawTriangleSlice lambda: Capture parameters by reference, not copy, to avoid alignment issues.
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2015-09-06 19:32:16 +02:00 |
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Henrik Rydgard
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f356b0c644
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Minor swrast opt
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2015-06-11 20:23:53 +02:00 |
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Henrik Rydgard
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842817c91d
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Add fog support to software rasterizer (as if it wasn't slow enough already)
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2015-06-11 16:01:17 +02:00 |
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Henrik Rydgard
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7e2f37abc1
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Update native with profiler fix. Profile the SW rast a little.
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2015-06-11 12:44:45 +02:00 |
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Henrik Rydgard
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db110d60a1
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Rename some colorconv functions
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2015-04-08 23:01:17 +02:00 |
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Henrik Rydgard
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4621586342
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Move simple conversion functions out of the ColorConv header.
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2015-04-08 22:52:49 +02:00 |
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Henrik Rydgard
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31961eace9
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Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp.
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2015-04-08 22:52:46 +02:00 |
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Peter Tissen
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3ada988740
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capture by value, since the dispatch seems asynchronous
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2015-03-06 22:10:10 +01:00 |
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Peter Tissen
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f5795a68a7
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Make compilable under VS2015
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2015-03-06 21:09:45 +01:00 |
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Henrik Rydgard
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cae58cafee
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Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5 , reversing
changes made to 41001637ce .
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2015-01-22 19:53:32 +01:00 |
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Henrik Rydgard
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2623a48b4a
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Centralize color conversion functions in Common/ColorConv.
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2015-01-20 17:32:54 +01:00 |
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Henrik Rydgard
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53b5d331b4
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Assorted minor optimizations
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2014-11-17 21:21:44 +01:00 |
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Unknown W. Brackets
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eee3ac79f4
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Always clamp in ToRGB[A]?().
Before we only clamped with SSE, better to be consistent. This may also
be slightly faster.
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2014-10-31 09:07:54 -07:00 |
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Henrik Rydgard
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d17aa4738a
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Some more GetPointer cleanup
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2014-10-19 23:19:51 +02:00 |
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Unknown W. Brackets
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f6649794df
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Respect max texture level in GE debugger preview.
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2014-06-15 10:31:16 -07:00 |
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Unknown W. Brackets
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eaf3288304
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Add debug interface for non-L0 texture preview.
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2014-06-15 09:30:37 -07:00 |
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Sacha
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c745072b55
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Update Symbian to GCC 4.8.3
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2014-06-11 03:10:50 +10:00 |
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Sacha
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fd70cfa149
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Travis: Update to GCC 4.7.3 for Symbian.
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2014-06-09 20:28:26 +10:00 |
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Unknown W. Brackets
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233f13bb8e
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Fix a GetPointer() in softgpu when debugging.
Should just bail without a texture bound.
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2014-05-11 10:58:33 -07:00 |
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Unknown W. Brackets
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22a80fb7be
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softgpu: Avoid multithreading thin polygons.
Small performance improvement (5-6% in some areas.)
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2014-04-13 09:01:14 -07:00 |
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sum2012
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fa1b65fd59
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Avoid unknown get pointer in Rasterizer.cpp
Find in #5350 in softgpu
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2014-04-13 06:45:46 +08:00 |
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Henrik Rydgard
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0b673719c2
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Crashfix for software renderer in 32-bit (SSE misalignment)
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2014-03-22 00:12:21 +01:00 |
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Unknown W. Brackets
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1ce6bf399a
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Buildfix for 32-bit x86, arg.
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2014-03-17 21:52:45 -07:00 |
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Unknown W. Brackets
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627027307c
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softgpu: Use SSE in ToRGB()/FromRGB() etc.
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2014-03-16 19:21:35 -07:00 |
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Unknown W. Brackets
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07ca96e226
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softgpu: Use SSE in alpha blending.
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2014-03-16 18:57:11 -07:00 |
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Unknown W. Brackets
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601ff10f1e
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softgpu: Use SSE in tex modulation.
Could do others, this seems the most common. Gives a few more percent.
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2014-03-16 18:28:06 -07:00 |
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Unknown W. Brackets
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6ef0aa123f
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softgpu: Use SSE for the secondary color.
It's easy to speed up this code since it's so hot.
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2014-03-16 16:21:12 -07:00 |
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Unknown W. Brackets
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7f3e158a0f
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softgpu: Get all tex samples at the same time.
Kills a bunch of overhead, improving speed more.
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2014-03-16 15:51:47 -07:00 |
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Unknown W. Brackets
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d9e29a2edf
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softgpu: Optimize alpha blending handling.
This alone makes it a good bit faster.
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2014-03-16 15:22:31 -07:00 |
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Unknown W. Brackets
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f21649e563
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softgpu: Minor simplification for alpha blend.
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2014-03-16 15:09:42 -07:00 |
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Unknown W. Brackets
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1ab7325d4a
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softgpu: Use a full Vec4 for the prim color.
Simpler, and slightly faster.
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2014-03-16 15:04:41 -07:00 |
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Unknown W. Brackets
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c3530a6674
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softgpu: Don't multithread small triangles.
It ends up being slower with all the overhead, of course.
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2014-03-16 14:49:49 -07:00 |
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Unknown W. Brackets
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b33d0c4046
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softgpu: Use SSE for texture sampling.
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2014-03-16 14:33:42 -07:00 |
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Unknown W. Brackets
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b357b00ace
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softgpu: Use SSE for through texture coords.
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2014-03-16 14:30:20 -07:00 |
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Unknown W. Brackets
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dd140b73bb
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softgpu: Use SSE for gouraud shading.
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2014-03-16 14:29:22 -07:00 |
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chinhodado
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d110d4e3cf
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change to correct enums
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2014-02-20 21:29:00 -05:00 |
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Unknown W. Brackets
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5a7d400f4b
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softgpu: Fix lines drawn upward or leftward.
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2014-01-19 23:32:53 -08:00 |
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Unknown W. Brackets
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8271ec1a55
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softgpu: Avoid a divide by 0 in line interpolation.
Fixes crash in Persona 2 loading screens.
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2014-01-19 23:32:12 -08:00 |
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Unknown W. Brackets
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74c1b21b59
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softgpu: Don't redraw every pixel of a line 16x.
Fixes the insane slowness when processing lines. Now it's just regular
super slow.
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2014-01-19 23:28:34 -08:00 |
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Unknown W. Brackets
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4bb6a77519
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softgpu: Cleanup DrawPoint a bit.
Mostly in DrawSinglePixel() now.
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2014-01-18 20:50:38 -08:00 |
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Unknown W. Brackets
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8f5fc4f079
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softgpu: Interpolate/texture lines and points.
Also, expand out pixels in lines, it's just too slow otherwise (30%
overhead or so.)
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2014-01-18 20:48:48 -08:00 |
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Unknown W. Brackets
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e216032a8c
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softgpu: Separate out texturing logic.
This way it can be applied to other primitives. But, this will probably
need larger changes to implement mipmapping.
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2014-01-18 20:10:42 -08:00 |
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raven02
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4c25bb0365
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softgpu: Let's try doubling before alpha blend.
Fixes #5122.
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2014-01-18 19:58:28 -08:00 |
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Unknown W. Brackets
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08eecba6ba
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softgpu: Refactor pixel drawing to avoid code dup.
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2014-01-18 19:57:12 -08:00 |
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Unknown W. Brackets
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01090f4ce7
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softgpu: Respect the texture filering option.
Nearest is much faster, so you can force it to nearest for a good boost in
speed.
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2014-01-18 16:39:46 -08:00 |
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Unknown W. Brackets
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b9f4cc4481
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Double colors only when texturing, and after test.
Per tests.
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2014-01-12 11:45:29 -08:00 |
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Unknown W. Brackets
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eb0ea71f24
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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.
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2013-12-29 13:02:04 -08:00 |
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Unknown W. Brackets
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9f86959826
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Fix typesafety (ScreenCoords not DrawingCoords.)
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2013-12-29 12:59:26 -08:00 |
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