Unknown W. Brackets
6896a7a64e
softgpu: Use cached state for screen offset.
2022-01-15 18:20:25 -08:00
Unknown W. Brackets
bf2e060735
softgpu: Move c++ tex func to sampler.
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It's not used anywhere else now.
2022-01-15 15:28:07 -08:00
Unknown W. Brackets
a228b2ab6c
softgpu: Use cached sampler state outside jit.
2022-01-15 15:26:26 -08:00
Unknown W. Brackets
a2abf9402b
softgpu: Cache line drawing state.
2022-01-15 13:17:40 -08:00
Unknown W. Brackets
48ef4a18b1
softgpu: Handle scissor/range in BinManager.
2022-01-13 19:07:41 -08:00
Unknown W. Brackets
6839aac109
Debugger: Cache list PC for softgpu tagging.
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Still slow, but improved.
2022-01-12 21:23:49 -08:00
Unknown W. Brackets
d962fb35d3
softgpu: Centralize more prim drawing state.
2022-01-12 21:23:49 -08:00
Unknown W. Brackets
75ff3e44e6
softgpu: Move texture addresses to prim state.
2022-01-11 00:00:03 -08:00
Unknown W. Brackets
d5c5e9478e
softgpu: Prepare more state per prim call.
2022-01-10 22:12:35 -08:00
Unknown W. Brackets
d7a82ab7b8
softgpu: Compute func IDs once per batch of verts.
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This saves a decent chunk of time, especially when many verts are being
drawn.
2022-01-10 22:12:35 -08:00
Unknown W. Brackets
496545e55c
softgpu: Add code for tracking GPU writes.
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Unfortunately, it has a pretty noticeable speed impact, even at the basic
"assume everything's written" level. Compiled off by default, but at
least it's there.
Doesn't account for tests (i.e. alpha test skipping write) so still not
perfectly accurate.
2022-01-02 08:28:30 -08:00
Unknown W. Brackets
823c4adb15
softgpu: Keep arguments in vectors for sampling.
2021-12-04 15:45:06 -08:00
Unknown W. Brackets
09dc38080a
softgpu: Move draw pixel code to separate file.
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This separates things better anyway. No major perf impact.
2021-11-21 08:23:32 -08:00
Unknown W. Brackets
f7a31c992d
softgpu: Use pixel func ID to draw pixels.
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This just reduces reliance on gstate directly, and should help keep things
consistent.
2021-11-20 15:27:04 -08:00
Henrik Rydgård
970adfbcc9
Isolate most of the softgpu specialization code to RasterizerRectangle.
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See comments.
2019-10-28 09:33:30 +01:00
Henrik Rydgård
290e9971a7
More specialization work.
2019-10-27 20:54:36 +01:00
Henrik Rydgård
c7f6724f7e
Detect sprite drawing (1:1 texture mapping), run a simpler function without the triangle state tracking.
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This will allow further simplification and specialization.
2019-10-27 20:54:36 +01:00
Unknown W. Brackets
ed34cf06b8
SoftGPU: Add a clear mode fast path.
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This skips a lot of extra work for clears, which are pretty common.
2017-11-11 21:04:32 -08:00
Unknown W. Brackets
eaf3288304
Add debug interface for non-L0 texture preview.
2014-06-15 09:30:37 -07:00
Henrik Rydgård
68b08ffb9f
SoftGPU: Quick and dirty lines and points implementation
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No line/point texturing support yet.
2013-12-09 12:43:49 +01:00
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
Tony Wasserka
b22a82d350
softgpu: Optimization, part 2.
2013-08-16 23:49:11 +02:00
Tony Wasserka
f270d3bd98
softgpu: Simplify Rasterizer::DrawTriangle by passing individual vertices instead of a vertex array.
2013-08-16 23:49:03 +02:00
Tony Wasserka
7899a9b9c9
softgpu: Texture coordinate support and something like ARGB4444 texture support.
2013-08-16 23:48:55 +02:00
Tony Wasserka
142f2a3688
softgpu: Move triangle rasterization code to a new file.
2013-08-16 23:48:54 +02:00