GPU: Remove leftovers of hardware skinning

The vertex decoder always skins now (except for the software renderer's own), so NormalizeVertices never sees
weights to apply, and the GLES shaders have no bone uniforms to look up.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-11-05 10:36:41 +01:00
1 parent 9f5c502d8f
commit eeb25d0f57
3 files changed
+22 -90

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+22 -74
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@@ -1492,8 +1492,7 @@ u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int low
const int count = upperBound + 1 - lowerBound;
dec->DecodeVerts(bufPtr, inPtr + lowerBound * dec->VertexSize(), &uvScale, count);
// OK, morphing eliminated but bones still remain to be taken care of.
// Let's do a partial software transform where we only do skinning.
// The decoder has morphed and skinned them.
VertexReader reader(bufPtr, dec->GetDecVtxFmt(), vertType);
@@ -1504,80 +1503,29 @@ u32 NormalizeVertices(SimpleVertex *sverts, u8 *bufPtr, const u8 *inPtr, int low
(u8)gstate.getMaterialAmbientA(),
};
// Let's have two separate loops, one for non skinning and one for skinning.
if (!dec->skinInDecode && (vertType & GE_VTYPE_WEIGHT_MASK) != GE_VTYPE_WEIGHT_NONE) {
int numBoneWeights = vertTypeGetNumBoneWeights(vertType);
for (int i = lowerBound; i <= upperBound; i++) {
reader.Goto(i - lowerBound);
SimpleVertex &sv = sverts[i];
if (vertType & GE_VTYPE_TC_MASK) {
reader.ReadUV(sv.uv);
}
if (vertType & GE_VTYPE_COL_MASK) {
sv.color_32 = reader.ReadColor0_8888();
} else {
memcpy(sv.color, defaultColor, 4);
}
float nrm[3], pos[3];
float bnrm[3], bpos[3];
if (vertType & GE_VTYPE_NRM_MASK) {
// Normals are generated during tessellation anyway, not sure if any need to supply
reader.ReadNrm(nrm);
} else {
nrm[0] = 0;
nrm[1] = 0;
nrm[2] = 1.0f;
}
reader.ReadPosAuto(pos);
// Apply skinning transform directly
float weights[8];
reader.ReadWeights(weights);
// Skinning
Vec3Packedf psum(0, 0, 0);
Vec3Packedf nsum(0, 0, 0);
for (int w = 0; w < numBoneWeights; w++) {
if (weights[w] != 0.0f) {
Vec3ByMatrix43(bpos, pos, gstate.boneMatrix + w * 12);
Vec3Packedf tpos(bpos);
psum += tpos * weights[w];
Norm3ByMatrix43(bnrm, nrm, gstate.boneMatrix + w * 12);
Vec3Packedf tnorm(bnrm);
nsum += tnorm * weights[w];
}
}
sv.pos = psum;
sv.nrm = nsum;
for (int i = lowerBound; i <= upperBound; i++) {
reader.Goto(i - lowerBound);
SimpleVertex &sv = sverts[i];
if (vertType & GE_VTYPE_TC_MASK) {
reader.ReadUV(sv.uv);
} else {
sv.uv[0] = 0.0f; // This will get filled in during tessellation
sv.uv[1] = 0.0f;
}
} else {
for (int i = lowerBound; i <= upperBound; i++) {
reader.Goto(i - lowerBound);
SimpleVertex &sv = sverts[i];
if (vertType & GE_VTYPE_TC_MASK) {
reader.ReadUV(sv.uv);
} else {
sv.uv[0] = 0.0f; // This will get filled in during tessellation
sv.uv[1] = 0.0f;
}
if (vertType & GE_VTYPE_COL_MASK) {
sv.color_32 = reader.ReadColor0_8888();
} else {
memcpy(sv.color, defaultColor, 4);
}
if (vertType & GE_VTYPE_NRM_MASK) {
// Normals are generated during tessellation anyway, not sure if any need to supply
reader.ReadNrm((float *)&sv.nrm);
} else {
sv.nrm.x = 0.0f;
sv.nrm.y = 0.0f;
sv.nrm.z = 1.0f;
}
reader.ReadPosAuto((float *)&sv.pos);
if (vertType & GE_VTYPE_COL_MASK) {
sv.color_32 = reader.ReadColor0_8888();
} else {
memcpy(sv.color, defaultColor, 4);
}
if (vertType & GE_VTYPE_NRM_MASK) {
// Normals are generated during tessellation anyway, not sure if any need to supply
reader.ReadNrm((float *)&sv.nrm);
} else {
sv.nrm.x = 0.0f;
sv.nrm.y = 0.0f;
sv.nrm.z = 1.0f;
}
reader.ReadPosAuto((float *)&sv.pos);
}
// Okay, there we are! Return the new type (but keep the index bits)
-9
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@@ -132,15 +132,6 @@ LinkedShader::LinkedShader(GLRenderManager *render, VShaderID VSID, Shader *vs,
queries.push_back({ &u_scaleX, "u_scaleX" });
queries.push_back({ &u_scaleY, "u_scaleY" });
#ifdef USE_BONE_ARRAY
queries.push_back({ &u_bone, "u_bone" });
#else
static constexpr const char * boneNames[8] = { "u_bone0", "u_bone1", "u_bone2", "u_bone3", "u_bone4", "u_bone5", "u_bone6", "u_bone7", };
for (int i = 0; i < 8; i++) {
queries.push_back({ &u_bone[i], boneNames[i] });
}
#endif
// Lighting, texturing
queries.push_back({ &u_ambient, "u_ambient" });
queries.push_back({ &u_matambientalpha, "u_matambientalpha" });
-7
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@@ -78,13 +78,6 @@ public:
int u_rasterOffset;
int u_minZmaxZ;
#ifdef USE_BONE_ARRAY
int u_bone; // array, size is numBones
#else
int u_bone[8];
#endif
int numBones;
// Shader blending.
int u_fbotex;
int u_blendFixA;