Merge pull request #18284 from hrydgard/prim-flush-fix

Execute_Prim: Minor fixes and cleanups
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Henrik Rydgård authored and GitHub committed 2023-10-01 17:50:21 +02:00
commit b85f7e28a9
3 files changed
+28 -28

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+1 -1
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@@ -1944,7 +1944,7 @@ bool GPUCommon::DescribeCodePtr(const u8 *ptr, std::string &name) {
void GPUCommon::UpdateUVScaleOffset() {
#ifdef _M_SSE
__m128i values = _mm_slli_epi32(_mm_load_si128((const __m128i *) & gstate.texscaleu), 8);
__m128i values = _mm_slli_epi32(_mm_load_si128((const __m128i *)&gstate.texscaleu), 8);
_mm_storeu_si128((__m128i *)&gstate_c.uv, values);
#elif PPSSPP_ARCH(ARM_NEON)
const uint32x4_t values = vshlq_n_u32(vld1q_u32((const u32 *)&gstate.texscaleu), 8);
+8 -1
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@@ -224,7 +224,14 @@ protected:
virtual void CheckRenderResized() {}
inline bool IsTrianglePrim(GEPrimitiveType prim) const {
return prim != GE_PRIM_RECTANGLES && prim > GE_PRIM_LINE_STRIP;
// TODO: KEEP_PREVIOUS is mistakenly treated as TRIANGLE here... This isn't new.
//
// Interesting optimization, but not confident in performance:
// static const bool p[8] = { false, false, false, true, true, true, false, true };
// 10111000 = 0xB8;
// return (0xB8U >> (u8)prim) & 1;
return prim > GE_PRIM_LINE_STRIP && prim != GE_PRIM_RECTANGLES;
}
void SetDrawType(DrawType type, GEPrimitiveType prim) {
+19 -26
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@@ -896,14 +896,10 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
PROFILE_THIS_SCOPE("execprim");
u32 data = op & 0xFFFFFF;
u32 count = data & 0xFFFF;
if (count == 0)
return;
FlushImm();
// Upper bits are ignored.
GEPrimitiveType prim = static_cast<GEPrimitiveType>((data >> 16) & 7);
GEPrimitiveType prim = static_cast<GEPrimitiveType>((op >> 16) & 7);
SetDrawType(DRAW_PRIM, prim);
// Discard AA lines as we can't do anything that makes sense with these anyway. The SW plugin might, though.
@@ -952,10 +948,15 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
vfb->usageFlags |= FB_USAGE_BLUE_TO_ALPHA;
}
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
vertexCost_ = EstimatePerVertexCost();
}
u32 count = op & 0xFFFF;
// Must check this after SetRenderFrameBuffer so we know SKIPDRAW_NON_DISPLAYED_FB.
if (gstate_c.skipDrawReason & (SKIPDRAW_SKIPFRAME | SKIPDRAW_NON_DISPLAYED_FB)) {
// Rough estimate, not sure what's correct.
cyclesExecuted += EstimatePerVertexCost() * count;
cyclesExecuted += vertexCost_ * count;
if (gstate.isModeClear()) {
gpuStats.numClears++;
}
@@ -976,10 +977,6 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
inds = Memory::GetPointerUnchecked(indexAddr);
}
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
vertexCost_ = EstimatePerVertexCost();
}
int bytesRead = 0;
UpdateUVScaleOffset();
@@ -995,18 +992,18 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
int totalVertCount = count;
// PRIMs are often followed by more PRIMs. Save some work and submit them immediately.
const u32_le *src = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
const u32_le *start = (const u32_le *)Memory::GetPointerUnchecked(currentList->pc + 4);
const u32_le *src = start;
const u32_le *stall = currentList->stall ? (const u32_le *)Memory::GetPointerUnchecked(currentList->stall) : 0;
int cmdCount = 0;
// Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess
// above for each one. This can be expanded to support additional games that intersperse
// PRIM commands with other commands. A special case is Earth Defence Force 2 that changes culling mode
// between each prim, we just change the triangle winding right here to still be able to join draw calls.
uint32_t vtypeCheckMask = ~GE_VTYPE_WEIGHTCOUNT_MASK;
if (!g_Config.bSoftwareSkinning)
vtypeCheckMask = 0xFFFFFFFF;
uint32_t vtypeCheckMask = g_Config.bSoftwareSkinning ? (~GE_VTYPE_WEIGHTCOUNT_MASK) : 0xFFFFFFFF;
bool isTriangle = IsTrianglePrim(prim);
if (debugRecording_)
goto bail;
@@ -1016,21 +1013,16 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
switch (data >> 24) {
case GE_CMD_PRIM:
{
u32 count = data & 0xFFFF;
if (count == 0) {
// Ignore.
break;
}
GEPrimitiveType newPrim = static_cast<GEPrimitiveType>((data >> 16) & 7);
SetDrawType(DRAW_PRIM, newPrim);
if (IsTrianglePrim(newPrim) != isTriangle)
goto bail; // Can't join over this boundary. Might as well exit and get this on the next time around.
// TODO: more efficient updating of verts/inds
verts = Memory::GetPointerUnchecked(gstate_c.vertexAddr);
inds = nullptr;
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
inds = Memory::GetPointerUnchecked(gstate_c.indexAddr);
}
u32 count = data & 0xFFFF;
drawEngineCommon_->SubmitPrim(verts, inds, newPrim, count, vertTypeID, cullMode, &bytesRead);
AdvanceVerts(vertexType, count, bytesRead);
totalVertCount += count;
@@ -1130,12 +1122,12 @@ void GPUCommonHW::Execute_Prim(u32 op, u32 diff) {
// All other commands might need a flush or something, stop this inner loop.
goto bail;
}
cmdCount++;
src++;
}
bail:
gstate.cmdmem[GE_CMD_VERTEXTYPE] = vertexType;
int cmdCount = src - start;
// Skip over the commands we just read out manually.
if (cmdCount > 0) {
UpdatePC(currentList->pc, currentList->pc + cmdCount * 4);
@@ -1151,8 +1143,9 @@ bail:
}
}
gpuStats.vertexGPUCycles += vertexCost_ * totalVertCount;
cyclesExecuted += vertexCost_ * totalVertCount;
int cycles = vertexCost_ * totalVertCount;
gpuStats.vertexGPUCycles += cycles;
cyclesExecuted += cycles;
}
void GPUCommonHW::Execute_Bezier(u32 op, u32 diff) {