Henrik Rydgård
aec0606ba4
Optimize the bounding box code for more vertex formats
2023-11-26 13:40:37 +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
82606b6eb2
Move the clockwise calculation out of the AddPrim loop
2023-10-10 13:00:57 +02:00
Henrik Rydgård
af47ad035d
Also use the new descriptor mechanism for in-game
2023-10-10 09:00:29 +02:00
Henrik Rydgård
24409f6f94
Additional check fix
2023-10-09 21:15:17 +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
7fd7015987
Fix bug in vertex cache using uninitialized data
2023-10-09 14:03:41 +02:00
Henrik Rydgård
cd35252400
DrawEngine; Convert strip sequences in a tight loop
2023-10-06 16:25:13 +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
1c49d5718c
Add an offset field that we'll need later
2023-10-03 11:01:37 +02:00
Henrik Rydgård
92ffef2626
Remove some state from IndexGenerator, fix bugs. Mostly works except vertex cache.
2023-10-03 11:01:37 +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
Unknown W. Brackets
622c69dbb9
x86jit: Expose option to select new IR based jit.
2023-08-20 22:28:54 -07:00
Henrik Rydgård
ebfd76d742
Add back the self-render check that kept Ridge Racer working.
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This hack was removed in #17838
2023-08-08 15:42:52 +02:00
Henrik Rydgård
5ed4b532b7
Micro-optimize SubmitPrim, remove outdated mitigation
2023-08-02 19:14:32 +02:00
Henrik Rydgård
1475fcb065
Fix a comment
2023-08-01 00:28:54 +02:00
Henrik Rydgård
061131ec8a
Cache planes used for BBOX culling
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This isn't a huge performance boost for the games that use BBOX (like
Tekken), but it'll be more valuable if we start using soft culling more
widely automatically, see #17808
2023-07-30 14:42:22 +02:00
Henrik Rydgård
77da36c03f
SSE addstrip: Add the early-outs.
2023-06-13 11:47:53 +02:00
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
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Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00
Henrik Rydgård
01cea7f088
Pass uvScale in as an argument to the vertex decoder
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Cleaner than overwriting/restoring gstate_c.uvScale in the decoder
loop. A small cleanup I've been wanting to do for ages.
Expecting a negligble perf boost if any.
2023-06-12 20:25:18 +02:00
Henrik Rydgård
f5516d3248
Actually switch away from XXH to a custom hash, to de-risk
2023-06-12 14:24:20 +02:00
Henrik Rydgård
468757b93a
Add comment about possible UV scale/offset bug. Move loop-max to local.
2023-06-12 13:16:14 +02:00
Henrik Rydgård
186b0f105c
Simplify the vertex cache ID handling
2023-06-12 13:16:13 +02:00
Henrik Rydgård
80e47b7bd3
Only dirty the uniform UVSCALEOFFSET when really needed
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Broken out from #17479
With OpenGL, greatly reduces the amount of glUniform4fv calls in many games (and
similar in the other backends).
2023-05-25 15:00:57 +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
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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Fixes #13324
2022-09-27 10:09:52 +02:00