254 Commits

Author SHA1 Message Date
Henrik Rydgård d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård 0e2fb13c61 Make sure we never end up with a null vertex decoder. 2023-05-03 22:22:54 +02:00
Henrik Rydgård 16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
Unknown W. Brackets 9c21184352 vertexjit: Simplify CPU core check.
This also avoids allocating the memory we won't use if it's off.
2023-02-28 07:03:12 -08:00
Henrik Rydgård e1a48d74c4 A bit more GetPointer cleanup.
Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.

Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
2023-01-10 12:13:47 +01:00
Unknown W. Brackets 6e8aad727b GPU: Prevent GE_PRIM_INVALID on flush.
Wasn't enough to set prim temporarily here.
2022-12-18 07:23:58 -08:00
Unknown W. Brackets a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård e6f0f84a45 SSE optimize Float4ToUint8x4, some uses 2022-12-01 16:32:23 +01:00
Unknown W. Brackets 527947fd81 GPU: Correct softgpu curve issue. 2022-11-06 09:06:07 -08:00
Unknown W. Brackets 6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Unknown W. Brackets 66472c39ce GPU: Use skinned position always in bounding check.
Meanwhile, move to a flag on decoder options instead of global check.
2022-11-06 08:23:31 -08:00
Unknown W. Brackets a5d3af9cb0 GPU: Cleanup GetVertTypeID() usage. 2022-11-06 08:01:57 -08:00
Unknown W. Brackets add2edcab8 VR: Always pass the bounding box check.
Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets 261f1e13db GPU: Account for scissor/viewport in bound test.
The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.

If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
Unknown W. Brackets 93ee82d84f GPU: Respect depth clamp in bounding box check.
Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp.  This matches PSP tests.
2022-10-22 16:05:30 -07:00
Unknown W. Brackets 8b80c5fb28 GPU: Allow/use indices in bounding box check.
Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets 6ddf22487b GPU: Correct bounding box for larger counts.
Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Henrik Rydgård 30aa07b156 Two more renames to make things read better 2022-10-17 08:47:05 +02:00
Henrik Rydgård 9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Henrik Rydgård e538f5a441 Better bit scrambling when computing draw call IDs for vertex cache.
Fixes #13324
2022-09-27 10:09:52 +02:00
Unknown W. Brackets 9f84cde062 GPU: Fix crash on imm vert triangles.
Was crashing because the frag and vert shaders didn't match up.
2022-09-18 06:16:26 -07:00
Unknown W. Brackets 6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets 596b07bd2e softgpu: Support fog and color1 on imm verts. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets 35ba01e01f softgpu: Refactor imm draws to bypass vert read. 2022-09-18 06:16:25 -07:00
Henrik Rydgård ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård ed8c4e8758 Remove the assembly implementation of 4x4 matrix mul, in favor of intrinsics. 2022-09-05 10:33:05 +02:00
Henrik Rydgård c9048c3748 Shrink the DeferredDrawcall struct, because why not. Assorted cleanup 2022-09-01 11:59:33 +02:00
Henrik Rydgård f228de76ef Fix OpenGL bug when framebuffer fetch is available. Add two new stats. 2022-08-29 15:39:29 +02:00
Unknown W. Brackets daaf448d22 GE Debugger: Fix crash on 0 count prim. 2022-08-14 16:17:04 -07:00
Henrik Rydgård e6403d7157 Split GetPointer into two versions, to help with const correctness 2022-07-24 13:26:19 +02:00
Henrik Rydgård 66ddbe9513 Remove the rather problematic limit on framebuffer copies 2022-05-01 12:49:19 +02:00
Henrik Rydgård 32df78a2cc Make the existing ReinterpretFramebuffers/ShaderColorBitmask path work for Split/Second
It took writing and debugging #15500 for me to understand what the issue with the old path was..

Much simpler alternative to #15500, or we could merge both but disable Split/Second
for this one. Needs some benchmarks I guess...
2022-04-25 00:11:09 +02:00
Henrik Rydgård a31608e557 Crashfix 2022-04-15 19:59:24 +02:00
Unknown W. Brackets a66377fdf1 softgpu: Remove offset from screenpos.
This simplifies tighter calculations, and reduces the common magnitudes
we'll be dealing with.
2022-02-19 20:38:44 -08:00
Unknown W. Brackets 9fc94a3494 GPU: Skip cull for lines and points.
These already always go through software transform, so make sure we handle
them consistently.  We'll eventually convert to triangles.
2021-10-31 10:54:50 -07:00
Unknown W. Brackets de46b0998a GPU: Correctly initialize HW tessellation support.
Oops, shouldn't call a virtual in a constructor.
2021-05-08 09:10:23 -07:00
Unknown W. Brackets 8a8328c431 Common: Move ColorConv to a more appropriate place. 2021-05-01 11:20:05 -07:00
aliaspider 9a3e5879bb Global: Correct many endian types and casts. 2021-02-18 22:25:24 -08:00
Unknown W. Brackets f32f89dd90 Global: Remove some unused variables. 2021-02-15 11:59:45 -08:00
Henrik Rydgård 9a24bcdd9f Vertex cache minihash: Round up the starting address to a multiple of 4. 2021-01-30 18:40:18 +01:00
Henrik Rydgård 391b8155c5 More work on detangling the concepts and making things make more sense. 2020-11-08 13:14:23 +01:00
Henrik Rydgård 821817e6d4 Move the profiler to Common 2020-10-04 11:42:16 +02:00
Henrik Rydgård be54050521 Also optimize IndexGenerator::AddStrip for ARM NEON. 2020-09-24 09:24:03 +02:00
Henrik Rydgård 707e9cf7ac Remove some unnecessary function parameters, improve some comments. 2020-09-20 20:44:18 +02:00
Unknown W. Brackets 15c25be42b GPU: Switch vertex/lookup hashes to XXH3.
This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Unknown W. Brackets ac60e2ecd4 GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
2020-04-04 11:52:32 -07:00
Unknown W. Brackets 46b9454e73 GPU: Reset hw transform once per frame.
Might prevent potential crashes if it changes mid-frame.
2020-04-04 11:21:22 -07:00
Unknown W. Brackets 30ede8240c GPU: Move hw transform decision to draw engine. 2020-04-04 11:14:32 -07:00
Henrik Rydgard 5aed2a2cee Gate fewer effects behind "Disable slow framebuffer effects". 2019-02-08 15:02:31 +01:00