Commit Graph

87 Commits

Author SHA1 Message Date
Henrik Rydgård 15b4f0c299 Lookup the decoder outside of DrawEngine 2024-12-17 19:27:01 +01:00
Henrik Rydgård 61b14df329 Delete obsolete empty function ClearTrackedVertexArrays 2024-12-17 19:15:25 +01:00
Henrik Rydgård c073b449a1 Workaround for GE debugging in Syphon Filter. Fix some stepping misbehavior. 2024-12-17 09:43:32 +01:00
Henrik Rydgård 54d18bb343 Lift some more debugging functionality into GPUCommon 2024-12-15 14:03:05 +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 794fa28035 Small simplification 2024-12-15 13:23:34 +01:00
Henrik Rydgård 638607d29a Refactor: Make GPUCommon own the framedump "recorder". 2024-12-15 12:07:44 +01:00
Henrik Rydgård d3b6d12067 Cull through-mode 2D draws against scissor rectangle
Helps texture replacement load performance in Fate Extra CCC (it does a lot
of off-screen drawing), and may help in other situations too.
2024-12-01 14:54:55 +01:00
Henrik Rydgård ab1072224f Cleanup, add another GPU stat 2024-10-29 08:18:41 +01:00
Henrik Rydgård 56a164a14e Handle one more error case in presentation 2024-10-28 17:02:03 +01:00
Henrik Rydgård a062e5192b Fix issue where PresentedThisFrame didn't work on SoftGPU, causing issues 2024-10-16 15:53:42 +02:00
Henrik Rydgård e01ca5b057 Logging API change (refactor) (#19324)
* Rename LogType to Log

* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.

* Mac/ARM64 buildfix

* Do the same with the hle result log macros

* Rename the log names to mixed case while at it.

* iOS buildfix

* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård b4eecf3d5c Mali: Turn off any depth writes if depth test is set to NEVER. 2024-02-02 11:11:31 +01:00
Henrik Rydgård 533fa14e27 Add a stat for number of verts decoded. It's quite high but not crazy for UFC 2010...
See #18806
2024-02-01 19:19:53 +01:00
Henrik Rydgård 0615ba3e54 Some paranoia and a comment 2024-01-29 00:54:18 +01:00
Henrik Rydgård 8b4f80c562 GPUCommonHW: Check range of indexes for indexed draws. 2024-01-28 22:58:20 +01:00
Henrik Rydgård 822ebf9dfb Use the correct culling function in the fast draw-continuation loop 2023-12-28 10:40:56 +01:00
Henrik Rydgård e488189723 Inline UpdateUVScaleOffset 2023-12-21 12:10:10 +01:00
Henrik Rydgård 50bcb2a77a Add "Disable culling" as a speedhack for experimentation
Range culling (which we'll just call culling in the setting
name) still is problematic enough that it can be useful to have this
way to turn it off as an escape route. Since disabling it can break some
games like famously TOCA, it needs to be under speedhacks, though likely
the performance change is minimal.

See for example #17061
2023-12-18 13:13:44 +01:00
Henrik Rydgård 33e48e9675 OpenGL: Fix some confusion between gpu->BeginHostFrame and gpu->BeginFrame, fixing black screen 2023-12-11 23:05:37 +01:00
Henrik Rydgård 8d8ff5886b Fix issue where nothing had started a render pass when we wanted to clear the screen. 2023-12-11 13:06:15 +01:00
Henrik Rydgård 7e85d3d10a Disable the new culling on RISC-V for now. 2023-12-09 16:49:02 +01:00
Henrik Rydgård a043962447 World space planes 2023-12-09 15:55:51 +01:00
Henrik Rydgård 89d8ef87ec Use a less accurate but faster frustum cull for the general draws. 2023-12-09 15:55:51 +01:00
Henrik Rydgård 0905b6a5ad Frustum-cull small draws
Some games do a poor job of culling stuff, and some transparent
sprites can be very expensive if they cause a copy.
Skipping them if outside the viewport makes sense in that case.

One example are the flame sprites in #17797 .

Additionally, we should be able to cull through-mode draws easily, this
one doesn't even try.
2023-12-09 15:55:51 +01:00
Henrik Rydgård 8588b11a6a Rename MayIntersectFramebuffer to MayInteresectFramebufferColor 2023-12-06 09:42:44 +01:00
Henrik Rydgård fd73522efc Changing UV scale/offset requires us to stop "extending" prims
This is because we currently can't change these scales mid-decode, so we
need to break up the collection there. Note that this still won't cause
a full flush, just that the new extra-efficient tristrip merging can't go
through these commands.
2023-12-03 19:21:55 +01:00
Henrik Rydgård 6d977b4a12 Remove unnecessary struct FramebufferInfo 2023-12-02 13:56:18 +01:00
Henrik Rydgård 632fa1c9d6 Cache and hash data for DrawPixels.
We already had a cache to reuse texture objects so just
opportunistically reuse them when easy to do so.
2023-11-11 19:58:12 +01:00
Henrik Rydgård e4ea4831e9 Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
Henrik Rydgård 078018a943 Move the clockwise calculation out of DrawEngineCommon 2023-10-10 13:16:34 +02:00
Henrik Rydgård 35fcec1e4b Another small fix, helps Toca series games. 2023-10-10 02:13:25 +02:00
Henrik Rydgård f6ba4ee4de Only support extending triangle-based draw calls. Fixes Crazy Taxi. 2023-10-09 21:14:00 +02:00
Henrik Rydgård 10bc6b4cd8 Safety check that doesn't fix crazy taxi 2023-10-09 21:10:53 +02:00
Henrik Rydgård a8b8580756 Don't forget to check the stall address, even in the optimized primitive loop 2023-10-09 14:08:11 +02:00
Henrik Rydgård ae58fe3828 In GL and Vulkan soft-skin, we might not be fully done decoding when we reach flush. Take that into account. 2023-10-08 16:51:58 +02:00
Henrik Rydgård cd35252400 DrawEngine; Convert strip sequences in a tight loop 2023-10-06 16:25:13 +02:00
Henrik Rydgård 226d25721a Add a block transfer GPU stat, remove a redundant one 2023-10-03 13:15:55 +02:00
Henrik Rydgård af7efe4b5d Fix. Need to flush soft-skinned vertices when changing vertex format. 2023-10-03 11:01:37 +02:00
Henrik Rydgård 200575b2bc Allow the new optimization through redundant VADDR instructions, very common 2023-10-03 11:01:37 +02:00
Henrik Rydgård 3aa0f5b543 A bit more 2023-10-03 11:01:37 +02:00
Henrik Rydgård 4d95250052 Optimize further 2023-10-03 11:01:37 +02:00
Henrik Rydgård 0260aebc26 Implement fast-path for merging non-indexed draws quickly. 2023-10-03 11:01:37 +02:00
Henrik Rydgård e63bb0459c Add a new stat, so we can see per game if the optimization has an effect 2023-10-03 11:01:37 +02:00
Henrik Rydgård 76ad3dec4d Revert unclear optimization 2023-10-01 16:43:33 +02:00
Henrik Rydgård bd931f9cbe Additional minor cleanups 2023-10-01 14:31:46 +02:00
Henrik Rydgård 3cef04f885 Fix incorrect flushing behavior in the prim sequencer, small optimization 2023-10-01 14:23:34 +02:00
Henrik Rydgård a2fe906534 Micro-optimization: Don't need to check drawcalls for 0. Extract shared expression. Yes I checked assembly. 2023-10-01 14:10:19 +02:00
Henrik Rydgård 52ad0d0335 Minor cleanup in Prim() 2023-10-01 13:57:41 +02:00
Henrik Rydgård 4b89fab91c NativeInitGraphics: Update core parameter pixel width/height (since we lose resized flag) 2023-08-30 23:42:13 +02:00