Gregory Hainaut
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994274623b
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gsdx sw x64: use rip addressing on draw scan line
byte code 41997 => 41893
However it will allow to save 2 registers as future optimization
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2016-11-20 20:19:12 +01:00 |
Gregory Hainaut
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574a2c774e
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gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline)
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2016-11-19 17:00:33 +01:00 |
Gregory Hainaut
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6b78b8f9ce
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gsdx sw JIT: dynamically select SSE41 at runtime even on SSE2 build (scanline)
It won't give the full SSE41 speed boost but it is better than nothing
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2016-11-19 17:00:33 +01:00 |
Gregory Hainaut
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e728a14c19
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gsdx sw: factorize color split in split16_2x8
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2016-11-19 17:00:33 +01:00 |
Jonathan Li
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e5ea4cc5d4
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gsdx: Defer vector initialisation to GS/GPUinit
It can cause PCSX2 to crash if the instructions aren't supported.
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2016-07-27 23:34:14 +01:00 |
Jonathan Li
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da2046e90e
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gsdx: Use alignas instead of __aligned
__aligned is defined in FreeBSD headers and will cause compile errors.
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2016-05-21 13:23:11 +01:00 |
gabest11@gmail.com
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20d99ae9fc
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GSdx: vs2010 fix and minor changes
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5678 96395faa-99c1-11dd-bbfe-3dabce05a288
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2013-06-23 10:46:24 +00:00 |
gabest11@gmail.com
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d20bd4f86a
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GSdx: The sw renderer now uses avx2, not much faster though, +10% maybe, if the game is not EE limited. I'm not sure if haswell has that much better sse execution (load/store units doubled for example), or the avx2 code is not fully optimized yet.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5677 96395faa-99c1-11dd-bbfe-3dabce05a288
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2013-06-20 05:07:52 +00:00 |
gregory.hainaut
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e06484adb8
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gsdx: update the copyrigh address thank to sed
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
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2012-09-09 18:16:11 +00:00 |
gabest11
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67ef781116
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GSdx: this may fix silent hill shadows and mister mosquito intro blur, also reduced texture cache keep-alive time from 30 to 10 frames and found two memory leaks, killzone can run a few seconds longer before crashing, I think there is something in pcsx2 allocating too much memory.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5096 96395faa-99c1-11dd-bbfe-3dabce05a288
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2012-02-12 17:56:06 +00:00 |
gabest11
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9d54677055
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GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4972 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-11-25 23:48:59 +00:00 |
gabest11
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243a0f4ad1
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GSdx: (almost) complete mipmapping support, if the min/mag filter differs then bilinear is used.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4440 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-17 02:55:20 +00:00 |
gabest11
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1d759c852d
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GSdx: When mipmapping is on, LOD is calculated per pixel, it isn't used for anything, but it's there. I cannot really measure any significant slowdown, but rest of the fun is yet to come.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4428 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-03-14 03:32:28 +00:00 |
gabest11
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a96a345077
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GSdx: the x64 ABI on windows is not so nice after all.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4380 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-28 11:08:52 +00:00 |
gabest11
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6f18c0dabe
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Trying to isolate the rasterizer step-by-step, for better multi-threading in the future.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4305 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-17 03:24:37 +00:00 |
gabest11
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65fc196688
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Local static initializers are evil, avoid them like plague.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4304 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-16 03:19:36 +00:00 |
gabest11
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1e6f280021
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- more project cleanups and small code changes, also added the psx emu interface again
- someone should check __xgetbv under linux (avx/fma detection)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4295 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-12 21:45:16 +00:00 |
gabest11
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ca7abd983a
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Mostly code cleanups, XBYAK 2.99, VEX conversion for the sw renderer (3-5% faster), GSState::Move fix for dark cloud 2 invention crash.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4287 96395faa-99c1-11dd-bbfe-3dabce05a288
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2011-02-07 01:59:05 +00:00 |
sudonim1
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4457fe40fc
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Removed all trailing whitespace in *.c *.cpp *.h because it irritates me.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2897 96395faa-99c1-11dd-bbfe-3dabce05a288
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2010-04-25 00:31:27 +00:00 |
sudonim1
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a05e9c62be
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Set svn:eol-style=native on all *.c *.cpp *.h
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@2894 96395faa-99c1-11dd-bbfe-3dabce05a288
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2010-04-24 21:37:39 +00:00 |
gabest11
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441aee367e
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GSdx: fixed a few more typos in GSVector4i, the black screen bug should be gone
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1192 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-05-15 11:11:26 +00:00 |
gabest11
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120971ec4f
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GSdx: Implemented edge anti-aliasing (aa1) for software mode, bios or ffx are good test subjects (not many other games use it). It's still a bit slow but could be improved a lot by not doing 4 pixels with sse for each single edge pixel, that's just a lot of unnecessary texture lookups. The bios config screen cubes are still bogus, gs_user on aa1 isn't too helpful...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@721 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-03-09 01:42:56 +00:00 |
gabest11
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4907dbda42
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GSdx: upgraded the ps1 renderer to use runtime generated code, too.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@535 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-02-19 13:13:20 +00:00 |
gabest11
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d14d09cab3
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xpad: compatible with pcsx
GSdx: minor optimizations, +crcs
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@496 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-02-15 02:27:51 +00:00 |
gabest11
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e131e22ea6
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GSdx: more JIT code and a little clean-up
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@484 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-02-13 09:28:51 +00:00 |
gabest11
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393c8ae102
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Minor changes to GSdx and fixed the SSE2 compiling error.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@476 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-02-11 21:42:10 +00:00 |
gabest11
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9ee9d817c4
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GSdx software renderer speed-up, using xbyak to JIT compile a few things, more to follow.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@469 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-02-11 07:05:44 +00:00 |