Gregory Hainaut
0d275868a5
gsdx x64: quick fix for windows
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Until we got a full implementation
2016-11-21 18:18:09 +01:00
Gregory Hainaut
37379d5d1d
gsdx sw x64: shuffle memory allocation
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tex address is a3
vm address is a1
Could help to avoid REX prefix
Reduce prologue/epilogue register copy
Byte code size 41893 => 38912 (on my testcase)
2016-11-20 20:19:13 +01:00
Gregory Hainaut
b76305a0d2
gsdx sw x64: keep the copy of top in the stack for dthe
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An extra stack access by pixel won't impact perf (only 16 bits game with dithering)
Allow to save 2 registers (a1/a3)
2016-11-20 20:19:13 +01:00
Gregory Hainaut
994274623b
gsdx sw x64: use rip addressing on draw scan line
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byte code 41997 => 41893
However it will allow to save 2 registers as future optimization
2016-11-20 20:19:12 +01:00
Gregory Hainaut
574a2c774e
gsdx sw JIT: dynamically select between AVX1 and SSE code path (scanline)
2016-11-19 17:00:33 +01:00
Gregory Hainaut
322473c295
gsdx sw: add a code example for gather instruction
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It will requires a generic (register naming) linear interpolation to use it properly
Gather instruction requires an extra mask register therefore all registers name will be shuffled
Perf wise, initial haswell implementation seems to be microcode emulated.
2016-11-19 17:00:33 +01:00
Gregory Hainaut
2e20693583
gsdx sw x64: restore read texel optimization
2016-11-19 17:00:33 +01:00
Gregory Hainaut
e728a14c19
gsdx sw: factorize color split in split16_2x8
2016-11-19 17:00:33 +01:00
Gregory Hainaut
051c5c4bf7
gsdx sw x64: small stack optimization on linux
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mov with the stack pointer require less bytecode
2016-11-19 17:00:32 +01:00
Gregory Hainaut
141c9e9c86
gsdx sw x64: prefer faster 32 bits operation when possible
2016-11-19 17:00:32 +01:00
Gregory Hainaut
a281bda9a6
gsdx sw x64: port the scanline generator on AVX
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Based on Gabest's work.
* Miss mipmap
Note: dithering info
It is a bit tricky as a2 on linux was rdx register which overlap with fzm (dh/dl)
It might require dedicated windows code
2016-11-19 17:00:32 +01:00
Gregory Hainaut
6966e08306
gsdx: move alpha test optimization in base class
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One code for all renderers :)
2016-09-19 08:48:32 +02:00
Gregory Hainaut
67551f31fd
gsdx: use constant expression in offsetof
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Well previous expression was a constant already but
compiler failed miserably.
2015-11-13 18:38:48 +01:00
Gregory Hainaut
7eb0f3564b
gsdx: AVX is M_SSE == 0x500
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0x501 is for AVX2
2015-11-13 18:29:34 +01:00
Gregory Hainaut
3fea5779df
gsdx: align sprite test of x64.avx with x86.avx
2015-11-13 18:25:23 +01:00
gabest11
d631030608
gsdx: fixed some of the renames where it made no sense, also added a commend about lupin 3rd.
2015-08-04 03:36:42 +02:00
gabest11
a1a842b07f
gsdx: date/datm fix for 16-bit frame buffer in sw rendering mode
2015-08-02 20:21:49 +02:00
Gregory Hainaut
d870188d21
gsdx: sed/o/off/
2015-05-15 20:40:09 +02:00
gregory.hainaut
e06484adb8
gsdx: update the copyrigh address thank to sed
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gabest11
9d54677055
GSdx: re-implemented the drawing pipeline in c++, just for reference and easier debugging.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4972 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-11-25 23:48:59 +00:00
gabest11
732b038571
GSdx: mipmapping fix (ford mustang racing, and probably other games which use small, non-square textures)
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4529 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-04 11:05:54 +00:00
gabest11
1d759c852d
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.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4428 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-14 03:32:28 +00:00
gabest11
b31634df8f
GSdx: using mipmap levels (only per batch, no tri-linear) and a couple of small changes, including the stdcall fix for linux.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4419 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-12 22:10:58 +00:00
gabest11
9586e38dd4
GSdx: still working on the rasterizer, would be nice to add some avx code there, but it's just so unfitting for anything.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4407 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-09 11:52:53 +00:00
gabest11
fe88ee4102
GSdx: optimized the triangle setup of the rasterizer a bit, while it isn't the bottle-neck of drawing, it can still add a few percent to the fps.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4404 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-08 01:48:15 +00:00
gabest11
f9da2669a7
GSdx: fixing the vs2008 project
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4382 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-02 08:32:30 +00:00
gabest11
a96a345077
GSdx: the x64 ABI on windows is not so nice after all.
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git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4380 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-28 11:08:52 +00:00