Gregory Hainaut
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7c06e87d59
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gsdx sw x64: use rip addressing on setup prim
byte code: 9017 => 8736
Save a register
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2016-11-20 20:19:12 +01:00 |
Gregory Hainaut
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8fd46e96aa
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gsdx sw JIT: dynamically select ISA for SetupPrim
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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 |
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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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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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 |
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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5648d07b96
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GSdx: more refactoring (aka search and replace)
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1179 96395faa-99c1-11dd-bbfe-3dabce05a288
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2009-05-14 16:41:52 +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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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 |