GPU_Null derives straight from GPUCommon and has no thin3d context, framebuffer
manager, texture cache or shaders. It runs display lists with the flow control,
bounding boxes, matrix loads (the hardware backends'), immediate vertices and
block transfers of the others, moves the vertex and index pointers past each
draw and curve, and charges the per-vertex and fill cost the software renderer
does. A DrawEngineCommon that queues nothing provides the vertex decoders.
It's for measuring the CPU emulation. From savestates, God of War, Tekken 6,
Wipeout Pure and LocoRoco flip the same frames in 10 emulated seconds as with
Vulkan and software, in 44-77% fewer instructions than Vulkan.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The C++ paths draw and sample four pixels at a time in vector lanes,
while a JIT function only does one, and with a JIT function in use the
span and quad paths were skipped. On x86 the JITs had become slower:
Wipeout took 13% more wall time and 25% more CPU with them, God of War
3% more. They were also a second implementation of every GE rule, and
ARM never had them.
The SoftwareRendererJit setting goes with them. RasterizerRegCache.h
keeps only the types the pixel and sampler functions take, as
RasterizerTypes.h.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Where the GE stores each depth pixel, from the EDRAM address translation
and the color format: with 32-bit color, address bits 5 up to log2(T) - 1
rotate left by one, then (T << 3) | 0x40 is XORed in (0x600, and bits 9
and 10 swapped, at T 0). The CPU sees the same mapping through VRAM's
0x04200000 and 0x04600000 mirrors. Measured in ppsspp-re geprobe exp8-10
(every pixel of 512x272 buffers at each T) and exp88; the unit test checks
it against the model fitted there.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The float24 truncations, reciprocal and rsqrt tables, GE adder and row sums,
the setup reciprocal for planes, the mip log2, texture coordinate precision,
the lighting pow and color scaling, and the antialiased line alpha, from
TransformUnit, Rasterizer and Lighting, so they can be unit tested. No
behavior change.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Use the existing expandTo32bit mode in the texture decoder instead of
the backend-specific switches and stuff.
Just gets rid of a bunch of redundant code and makes further changes
easier.
We no longer support non-NEON ARM.
It's nice also to have the NEON and SSE implementations "close" to each
other, easier to port optimizations back and forth etc.