Gregory Hainaut
aa4b2d9f3a
gsdx sw: wrap GS memory
...
Cost ought to remain small. Worst case is 2 extra "and" operation by group of pixels in scanline renderer
I think PixelAddressN functions are mostly call in the init.
2016-11-01 13:33:11 +01:00
Gregory Hainaut
6966e08306
gsdx: move alpha test optimization in base class
...
One code for all renderers :)
2016-09-19 08:48:32 +02:00
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
gabest11@gmail.com
20d99ae9fc
GSdx: vs2010 fix and minor changes
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5678 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-23 10:46:24 +00:00
gabest11@gmail.com
d20bd4f86a
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
2013-06-20 05:07:52 +00:00
gabest11@gmail.com
43c7235cc3
GSdx: Added a vector class for AVX2 and upgraded a few functions to use it, still a lot to do. New project config AVX2, _M_SSE = 0x501, only use it if you have haswell. Might break GCC or older MSVC, please test it.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5652 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-10 15:56:11 +00:00
gabest11@gmail.com
d27b606e5c
GSdx:
...
- changed the KH2 fix in GetTextureMinMax to my taste, should give the same results, when the used texture rect is to the left/above the clamped area, it returns [min, min+1], and [max-1, max] for right/below
- m_mem.m_clut.Read32 was returned to its original place from GetAlphaMinMax
- UserHacks_WildHack was moved up to GSState, special UV handlers are only used when this setting is active
- updated xbyak to the latest available (avx2 seems incomplete, the 256-bit promoted old instructions are missing)
- changed vtune's include path to the 2013 edition
Some other not yet commited changes from a year ago:
- WriteImageX overflow crash-fix
- moved colclamp after dithering (sw mode), it makes more sense, no visible changes noticed
- Gif_Tag::analyzeTag(), there was a conditional I didn't like, split the loop into two parts
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5649 96395faa-99c1-11dd-bbfe-3dabce05a288
2013-06-06 11:36:01 +00:00
gregory.hainaut
e06484adb8
gsdx: update the copyrigh address thank to sed
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5412 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-09-09 18:16:11 +00:00
gabest11
67ef781116
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
2012-02-12 17:56:06 +00:00
gabest11
19be605150
GSdx: this should fix xp/wine crashing when extrathreads > 0, and added a sprite drawing shortcut, hopefully won't break anything.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5089 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-02-08 16:57:14 +00:00
gabest11
fcc09c2cca
GSdx: fixing two different bugs of the sw renderer, addressing outside the texture in region wrap mode (skygunner), and little gaps in shadows and other random places (dq8, rogue galaxy, okami).
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5085 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-29 10:12:20 +00:00
gabest11
f68f007f00
GSdx: the promised index buffer update, needed a lot of changes, expect bugs in the next dozen revisions.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5045 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-01-05 02:40:24 +00:00
gabest11
f318e84aca
GSdx: Better multi-threading for the sw renderer. Threads must be synchronized lot less, 1/10th in average, can run parallel longer and uses more cpu (bit more empty spinning, too). There could be some new bugs, as usual.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4992 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-18 08:13:20 +00:00
gabest11
786f43a707
GSdx: more fixes to z-interpolation, THPS4 looks alright now.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4977 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-12-04 09:49:55 +00:00
gabest11
9d54677055
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
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)
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4529 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-04 11:05:54 +00:00
gabest11
cc28241128
GSdx: just a small mipmapping optimization when lod is constant, it was already a TODO.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4518 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-04-01 12:36:21 +00:00
gabest11
8ca01f4b77
GSdx: only minor changes
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4494 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-27 03:12:12 +00:00
gabest11
4f8bbb2c52
GSdx: please test mipmapping again...
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4455 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-19 03:54:22 +00:00
gabest11
0a5c679fe0
GSdx: the TEX1.LCM == 1 mode was still unfinished, the field in PES 2011 for example.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4449 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-18 01:58:16 +00:00
gabest11
bbd43d5fe6
GSdx: commit, commit, commit, that happens if you code in assembly.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4443 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-03-17 04:58:31 +00:00
gabest11
243a0f4ad1
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
2011-03-17 02:55:20 +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.
...
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.
...
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.
...
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.
...
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
...
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.
...
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@4380 96395faa-99c1-11dd-bbfe-3dabce05a288
2011-02-28 11:08:52 +00:00