Commit Graph
243 Commits
Author SHA1 Message Date
Henrik Rydgård 847953fd31 Fix wrong logic causing excessive software transform fallback if cull planes are missing. Minor cleanup. 2026-05-31 13:31:16 +02:00
Henrik Rydgård 702088c2d0 Fix backwards check for minZ/maxZ in fragment shader 2026-05-31 10:40:14 +02:00
Henrik Rydgård bdd72c08f3 Fix dirtying caused by clip flag state. This could probably be a bit smarter. 2026-05-30 21:47:21 +02:00
Henrik Rydgård 0e880a16f0 Flush on changed clipInfoFlags. This fixes many Z fighting artifacts caused by strange joining of meshes and sw/hw tranform conflict. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 44ece6dfa2 Determine the clip flags directly when culling, simplifying the code. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 2a5c2fa477 Check if the viewport transform matches the clip space. If so we can skip the near clip plane. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 189dde8115 Cache the cull matrix. Minor bbox optimization. 2026-05-30 19:07:59 +02:00
Henrik Rydgård e75d9f8a5f Unify the bounding depth checks, correct them if minmax clip is needed 2026-05-30 19:07:59 +02:00
Henrik Rydgård 0eede05f5f Implement fragment shader depth clamp and min/max discard. Slow on some hardware, but it's a fallback. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 5ad24adc93 Cleanup, increase the max cull count. Flatout water works now. 2026-05-30 19:07:59 +02:00
Henrik Rydgård 86f9618cb9 Fallback to software transform if draw intersects -W<Z<W 2026-05-30 19:07:59 +02:00
Henrik Rydgård 5eb114d3d9 Put more useful data in BoundingDepths. Slightly more costly. 2026-05-30 19:07:59 +02:00
Henrik Rydgård b1723086be Plumb through depth information (although not yet always generated) 2026-05-30 19:07:58 +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 f0d715feaa During culling, evaluate minZ,maxZ,minW,maxW, and use them to cull some things. Also, assorted vshader work. 2026-05-30 19:07:58 +02:00
Henrik Rydgård 5808afef10 Implement minZ/maxZ through user clip planes 2026-05-30 19:07:58 +02:00
Henrik Rydgård ae98055cec Delete a lot of legacy depth and viewport code, fix OpenGL 2026-05-30 19:07:58 +02:00
Henrik Rydgård f60e27a9b7 Just some refactoring of the GPUStatistics struct, and more use of StringWriter 2026-05-29 14:40:31 +02:00
Henrik RydgårdandGitHub b65bbaf92c Merge pull request #21678 from nintendo424/gpu-save-first-frame
gpu: Preserve first-frame font render targets
2026-05-27 12:22:47 +02:00
Henrik Rydgård 4be2a853b7 FastCull: Integrate the vertex position loading into the culling loop 2026-05-25 18:16:34 +02:00
Henrik Rydgård 82a888fd8e Reimplement the fast culling using CrossSIMD 2026-05-25 18:16:34 +02:00
Henrik Rydgård 250abe0d56 Loongarch64 build fixes 2026-05-25 15:41:24 +02:00
Henrik Rydgård 37f6fda9c9 Add a CrossSIMD loongarch64 LSX implementation. Note: This is untested! 2026-05-25 15:40:22 +02:00
Henrik Rydgård 4a55fc6724 Prepare TestBoundingBoxFast for optimization 2026-05-25 13:37:27 +02:00
Henrik Rydgård 2eca0123f1 Correct culling in case of some weird viewport setups 2026-05-23 14:49:17 +02:00
Henrik Rydgård fa856fbf68 Pass the culling unit tests. 2026-05-23 14:40:15 +02:00
Henrik Rydgård a854a2bed1 Correct some comparisons for bbox 2026-05-23 14:40:15 +02:00
Henrik Rydgård 0d33cd0a65 Convert the BBOX/BJUMP culling to use the worldviewproj matrix and a screen space check. 2026-05-23 14:40:15 +02:00
Henrik Rydgård 7a093623e8 Sonnet NEON 2026-05-23 14:40:15 +02:00
Henrik Rydgård 1fb9446d5a Optimize the SSE path 2026-05-23 14:40:15 +02:00
Henrik Rydgård e64a61017e Use the new method for NEON and fallback fast culling 2026-05-23 14:40:15 +02:00
Henrik Rydgård dbba46bfb5 Simplify away some trivial math 2026-05-23 14:40:15 +02:00
Henrik Rydgård 893bc732a1 Fast culling: Use the worldviewproj matrix to avoid the need for planes 2026-05-23 14:40:15 +02:00
Henrik Rydgård 5cfbf50111 Keep updated products of view*proj and world*view*proj matrices. Use to simplify bbox culling. 2026-05-21 19:18:32 +02:00
nintendo424 e5689d1adc gpu: Preserve first-frame font render targets
Some games render HLE sceFont glyphs into small VRAM-backed framebuffers and immediately sample them as textures. This needs both the source glyph buffer and the temporary render target to be preserved before later commands overwrite or rebind them.

Save first-frame data from the previous render target before creating a new framebuffer, since ResizeFramebufFBO() makes the new framebuffer current. Also flush pending draws before PGF writes over a glyph buffer that may still be referenced by queued texture draws.

Backend software transform normally reports safe framebuffer size during draw flush, but first-frame readback can happen before queued draws reach that path. Estimate through-mode rectangle/triangle bounds before SubmitPrim() and feed those bounds to SetSafeSize(), using actual vertices clamped to scissor instead of a tiny-target heuristic.

Fixes missing text in Evangelion JO.
2026-05-15 12:23:14 -04:00
Henrik Rydgård 10b6c14a9e Avoid memory access functions that can cause memory exceptions in ImDebugger. Minor opt. 2026-03-31 17:53:00 -06:00
Henrik Rydgård 991d7bdfab VertexDecoder: Refactor away lowerbound/upperbound parameters 2026-02-05 13:26:17 +01:00
Henrik Rydgård 10759dc8b9 DrawEngineCommon: Avoid using member variables as loop counters, bad for perf 2026-01-30 14:10:36 +01:00
Henrik Rydgård 8728be5455 Fix joining TRIANGLE_LIST draws with a vertex count non-divisible by 3
Fixes #7503
2026-01-23 18:54:22 +01:00
Henrik Rydgård 7853881210 GPU header cleanup: Avoid including GPUCommon.h in some places 2025-11-23 20:37:37 +01:00
Henrik Rydgård 9d1f8a2575 Don't forget to update the vertex addr even when culling 2D draws
Fixes #20454
2025-06-06 17:53:49 +02:00
Henrik Rydgård 8ed898c5e6 GPU: Constify VertexDecoder pointers, remove in some cases 2025-05-14 15:13:59 +02:00
Henrik Rydgård bddd3c2a30 Minor stuff 2025-04-17 18:45:55 +02:00
Henrik Rydgård 5d85d5ed22 Depth raster: Rename some variables, fix incorrect draw limit 2025-04-10 17:49:06 +02:00
Henrik Rydgård b080f7da6b Small depth raster refactor 2025-04-10 17:13:48 +02:00
Henrik Rydgård fd88f79d07 CrossSIMD: Fix more no-simd fallbacks. The depth rasterizer now works in TEST_FALLBACK mode. 2025-02-10 11:51:22 -06:00
Henrik Rydgård c78fa60431 Add better way to check if CrossSIMD has been natively implemented 2025-01-28 10:56:52 +01:00
Henrik Rydgård 9caf37d28f Turn off depth raster if SIMD not available 2025-01-28 10:54:43 +01:00
Henrik Rydgård bd8e423358 Add some comments 2025-01-22 09:47:00 +01:00
Henrik Rydgård 206d4d1fea Implement the low-quality depth raster mode, default to it on Android/iOS.
I really can't tell much of a difference in practice...
2024-12-31 11:19:38 +01:00