Henrik Rydgård and Claude Opus 5.5
74553bfa1a
D3D11: Note that the state object caches are deliberately never trimmed
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Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
2026-09-29 12:43:12 -06:00
Henrik Rydgård and Claude Opus 5.5
16ea2cbf88
GPU: Fix draw engine buffer overruns and stale vertex data
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- Flush before the queued draws would decode more than VERTEX_BUFFER_MAX
vertices. The batch was limited by index count, which doesn't bound a
sparse index range, and DecodeVerts silently stopped while DecodeInds
still emitted indices for the undecoded draws.
- Give TestBoundingBox its own scratch buffer. It used offsets in decoded_,
which can hold decoded vertices that aren't flushed yet.
- Read 32-bit indices the way the PSP does, ignoring the upper 16 bits.
IndexConverter and the fast bounding box test used all 32, so a game
setting them indexed far past the decoded vertices.
- D3D11: Flush in FinishDeferred like the other backends, since indices
are still read from PSP memory at flush time (#10095 ).
- Don't JIT new vertex decoders once the code space is full.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com >
2026-09-29 10:33:32 -06:00
Henrik Rydgård
623545bd24
Delete the "Hardware tessellation" feature.
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Very hard to maintain and debug, not worth it.
2026-06-16 16:17:14 +02:00
Henrik Rydgård
08f4c8fae8
Compute min/max Z and W from the culling loop, use to cull some more
2026-05-30 19:07:58 +02:00
Henrik Rydgård
77e894c64d
Fix more D3D11 lifecycle problems. Removed some ComPtr that got in the way
2025-08-01 18:20:44 +02:00
Henrik Rydgård
e4abbd3cae
DrawEngine: Fix resource lifecycle
2025-08-01 17:53:03 +02:00
oltolm
b09eb3dd23
use ComPtr for D3D11
2025-02-17 22:58:44 +01:00
Henrik Rydgård
df6ed8cfc9
Do some cleanup of #includes in GPU
2024-12-18 13:57:26 +01:00
Henrik Rydgård
abb2558535
When overriding skinning in sw transform mode, don't write/restore member variables
2024-12-17 18:52:49 +01:00
Henrik Rydgård
20ecbfdf57
Pass the VertexDecoder pointer around
2024-12-17 18:24:26 +01:00
Henrik Rydgård
11dbae3457
Remove the "DispatchFlush" mechanism, not convinced it's a win
2024-12-15 13:42:05 +01:00
Henrik Rydgård
e4ea4831e9
Delete the vertex cache option from the code.
2023-10-10 15:43:43 +02:00
Henrik Rydgård
9b411af1f5
It's running.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
10f93875c6
Fix the semantics of DenseHashMap to be consistent even when inserting nulls
2023-09-11 12:07:18 +02:00
Henrik Rydgård
f16f879b41
Some renaming to follow the standard of appending _ to member vars
2023-05-23 18:00:50 +02:00
Henrik Rydgård
d51d1413a3
DrawEngineCommon: Rename decoded to decoded_
2023-05-23 16:46:43 +02:00
Henrik Rydgård
d56e27aa2c
Let's have DispatchFlush check for drawcalls before calling DoFlush, too.
2023-05-03 23:49:41 +02:00
Henrik Rydgård
72bed6f2b5
Some DeviceLost/DeviceRestore cleanup
2023-02-26 11:05:52 +01:00
Unknown W. Brackets
f44852bb18
Global: Cleanup virtual/override specifiers.
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Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
331d024a8c
Add a flags parameter to InvalidateCachedState and rename it Invalidate.
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Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
70d1d8fa07
Replace the "GetCurrentStepId"-based state invalidation with callbacks
2022-11-24 10:52:42 +01:00
Unknown W. Brackets
6c36f03a0d
GPU: Purify vertTypeIsSkinningEnabled().
2022-11-06 08:40:54 -08:00
Henrik Rydgård
c846c2dfa8
Remove confusing resetFramebufferRead flag from secondary framebuffer binding
2022-09-03 14:48:07 +02:00
Unknown W. Brackets
2479d52202
Global: Reduce includes of common headers.
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In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Henrik Rydgård
3d289594f9
ShaderBlend and FramebufferRead are separate concepts. Reflect that in naming.
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The former has forms that don't need to read the framebuffer.
This exposes that some logic is wrong...
2020-11-08 12:54:05 +01:00
Henrik Rydgård
3d0630c04a
Remove the HLSL fragment shader generator. The GLSL one can now do its job.
2020-10-31 18:32:43 +01:00
Henrik Rydgård
3d36049b65
Rename shader generator functions, a bit of moving around and adding an errorString param.
2020-10-21 23:20:25 +02:00
Henrik Rydgård
886a8b1ac6
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
Unknown W. Brackets
15c25be42b
GPU: Switch vertex/lookup hashes to XXH3.
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This is faster pretty much everywhere.
2020-08-27 20:37:49 -07:00
Henrik Rydgård
370678c498
Do a similar thing for D3D (let the backend handle the dirtying).
2020-05-24 20:57:59 +02:00
xebra
ef53195ae8
[spline/bezier]Surround with namespace Spline.
2018-10-07 23:54:28 +09:00
xebra
41823f8780
[spline/bezier]Fix GLES texture resolution of HW tess to real 2D to avoid huge width in FF4CC mist dragon morphing.
2018-10-07 23:54:23 +09:00
xebra
a48a5b32f0
[spline/bezier]Unify hardware tessellation of bezier and spline.
2018-10-07 23:54:06 +09:00
xebra
3c0fb44f2e
[spline/bezier]Improve hwtess to use cached weights.
2018-10-07 23:54:05 +09:00
xebra
966ff32ee7
[spline/bezier]Improve the logic of copying control-points.
2018-10-07 23:53:36 +09:00
xebra
4fab160e19
[spline/bezier]Modify D3D11 hwtess texture buffer to structured shader buffer.
2018-06-27 01:10:36 +09:00
Henrik Rydgård
feb4694acc
Unify DispatchSubmitPrim as much as possible
2018-02-26 11:33:17 +01:00
Henrik Rydgård
23980065ba
Unify all the DrawEngine::SubmitPrim
2018-02-26 11:07:30 +01:00
Unknown W. Brackets
0dee041002
D3D11: Change state caches to DenseHashMaps.
2017-12-02 18:55:02 -08:00
Henrik Rydgård
713afdfe49
Refactor: Unify DecodeVerts and move ComputeNumVertsToDecode to Common
2017-11-19 12:39:09 +01:00
Henrik Rydgård
35437e6b62
Kill off more unused duplicate code
2017-11-13 16:50:45 +01:00
Henrik Rydgård
4a09289056
D3D11: Similarly to the last vulkan commit, don't create lots of dupe vertex input layouts
2017-11-13 12:26:52 +01:00
Unknown W. Brackets
9cf17d9288
D3D11: Clear input layouts on shader clear.
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When we do clear shaders, make sure to also clear input layouts so we
don't have corrupt keys.
2017-11-11 08:11:10 -08:00
Henrik Rydgård
26e52ca5e8
Get rid of a bunch of sync stuff that's no longer needed.
2017-11-05 23:21:49 +01:00
Henrik Rydgård
b886efe8f5
Another minor cleanup (DescribeCodePtr)
2017-10-20 11:06:12 +02:00
Henrik Rydgård
10cebb4195
32-bit buildfix
2017-08-20 15:33:53 +02:00
Henrik Rydgård
e0e13e191f
Replace the most critical unordered_maps and maps with two new maps: FastHashMap and PrehashMap.
2017-08-20 11:30:19 +02:00
Henrik Rydgård
5e788ffadf
Implement vertex caching for Vulkan.
2017-08-17 11:22:45 +02:00
Henrik Rydgård
14a80968cf
Unify transformed arrays
2017-06-03 18:05:21 +02:00
Henrik Rydgård
1abb8792ab
Unify ComputeMiniHash
2017-06-03 18:05:18 +02:00