Every Statistics counter, the projection copies and the widescreen ratio
averages were only written since the debug UI went; the counters bumped
per primitive, per triangle and per pixel in the software rasterizer.
The widescreen heuristic keeps only the two vertex counts it compares,
from one projection/viewport ratio per flush instead of up to three.
GetCPRegInfo, the CP register describer, has no caller.
Flush passes the bound cache entries' texture names by pointer instead
of copying each into a new string, and SetConstants walks the mod
manager's action lists in place instead of gathering them into a new
vector. The projection-texture lookup builds its key on the stack and
finds it through a string_view hash, skipping it when no mod targets one.
XFStateManager's change ranges are plain int/bool arrays handed out by
pointer; the savestate bytes are unchanged.
The index generator is a C struct with a table of plain functions per
GX primitive, restart and non-restart variants written out instead of
templates; it keeps the VS-expand flag it was set up with, so the
remaining-index check no longer reads the config per draw.
The CPU vertex and index buffers for culled batches come from zeroed
pages instead of value-initialized vectors, so boot no longer writes
them. The CPU-access and command-buffer-kick lists are fixed arrays;
the kicks rise as the draw counter does, so a cursor replaces the
binary search per draw.
Where the backend sets cull mode, depth, blending and the logic op per
draw, specialized pipelines are kept under the uid as the driver bugs
leave it, without that state and the pixel shader bits the shader does
not read, as ubershader pipelines are; the draws hand their state to the
backend with SetDrawState. The uid cache still records the uids the
draws asked for. Over the corpus, pipelines made fall from 620 to 236,
one per driver pipeline.
Where the backend sets cull mode, depth, blending and the logic op per
draw (BackendInfo::uDrawState*Bits), ubershader pipelines are kept under
the uid as the driver bugs leave it, without that state and without the
pixel shader bits the shader does not read. The vertex manager hands
the draw's state to the backend with AbstractGfx::SetDrawState. On
Vulkan, every state a draw is in finds the pipeline built before the
game started.
SHA1, HMAC, hex dumps, PNG loading, file search, DHCP options, HTTP
posts and DirectIOFile reads and writes take pointer plus size; callers
pass their buffers straight through. Contains.h is gone; lookups are
plain loops. File search and FAT FST sorting are in-place heap sorts;
min/max/clamp/copy/fill become ternaries, memcpy and memset. Watch
string import and export had no callers and are removed.
Where the driver compiles on threads of its own
(GL_KHR_parallel_shader_compile or the ARB one), the asynchronous
shader modes on OpenGL compile in the background on the frontend's
context alone: a missing program's compile and link are started, a
couple of work items a frame, and its draws use the ubershaders, or
are skipped, until GL_COMPLETION_STATUS says the link is done; its
link is checked, its variables set and its binary written to the cache
then. A program drawn with before it is done is waited for there. A
software rasterizer, which compiles when it first draws, compiles on
the spot as before.
The shader compiler gets a deferred mode for it, without threads,
compiling the items waiting a few at a time, and AbstractPipeline tells
whether a pipeline's compile is still running and whether it can be
drawn with. With the driver's threads alone, every ubershader pipeline
there can be is not built in the background.
Shader compilation defaults to Async (UberShaders): a draw whose own
pipeline is not built yet is drawn with an ubershader one, exact
rendering, while its own builds on the compiler threads, which now
number as many as the machine has to spare (cores - 3, 1 to 4) instead
of one.
What is left to stutter is an ubershader pipeline itself, built on the
spot the first time a draw needs one: one per vertex layout and fixed
function state. Every ubershader pipeline a draw uses is now recorded,
in <game id>.uberuidcache next to the specialized UID cache, and those
are built before the game starts the next time it boots; every other
ubershader pipeline there can be, and the specialized pipelines known,
build in the background while it runs instead of before it starts,
which took 21 s on lavapipe. The record is written when the cache
closes, into room reserved when it opens, so recording allocates
nothing in the middle of a game.
Without compiler threads (OpenGL here, with no shared context for
them), asking for a pipeline in the background builds it on the spot
and an ubershader one besides: the asynchronous modes draw as
Synchronous does then, and nothing extra is built before the game
starts.
Booting a FIFO log no longer hangs: the CPU thread clears the EFB, which
waits on the GPU, before it reaches its run loop, and the frontend's
thread waited for that run loop without running the GPU. It runs the
GPU until then.
Both fed user-written GLSL to the backends at runtime, which the move to
bytecode emitted straight from the shader generators leaves no compiler
for. The frontend's own shader pipeline covers post-processing.
The presentation pass keeps a plain copy and the built-in correction
shader for output resampling, colour space and gamma correction and HDR
scaling, now compiled in rather than loaded from Sys/Shaders. The
graphics-mod system keeps its draw, EFB, projection and texture actions;
custom pipelines, materials, shader, mesh and sampler assets, the custom
constant buffers in every backend and the two mods built on them are
gone, along with the shader generators' custom-shader hooks.
Drop DolphinAnalytics and Common/Analytics along with every game-quirk,
game-start, performance-sample and GPU-bug-override report, the
Main.Analytics settings, and the Android opt-in dialog, settings
entries, JNI hooks and session-timestamp tracking that only fed it.
DriverDetails loses its to_string helpers and stored driver name,
which only built the bug-override report.
TextureCacheBase::LoadImpl has a hot path where the passed-in
TextureInfo never gets used. Instead of passing in a TextureInfo, let's
pass in the stage and create the TextureInfo from the stage if needed.
This unlocks somewhere above an additional 4% performance boost in the
Hoth level of Rogue Squadron 2 on my PC. Performance varies, making it
difficult for me to measure, so treat this as a very approximate number.
In NandPaths.cpp, the `std::initializer_list<char>` of illegal characters has been turned into a `char[]` (similar to the one in GameList.cpp).
The reverse iteration in ResourcePack.cpp seemed to provide no benefits, and doing without it it seemed to have no ill effects.
Fixes LIT (https://bugs.dolphin-emu.org/issues/13635). The text does not include normals, but has lighting enabled. With the previous default of (0, 0, 0), lighting was always black (as dot(X, (0, 0, 0)) is always 0). It seems like the normal from the map in the background (0, 0, 1) is re-used.
LIT also has the vertex color enabled while vertex color is not specified, the same as SMS's debug cubes; the default MissingColorValue GameINI value of solid white seems to work correctly in this case.
In VolumeVerifier.cpp, constructing a `std::string_view` of the volume's GameID is unnecessary, as `std::`(`ranges::`)`binary_search` supports heterogeneous lookup. The usage in GameFile.cpp is a perfect example.
Instead, we make the event take a reference to the system and then pass
it in when the event is triggered.
This does introduce two other accessors, but these are much easier to
refactor out over time, and without modification to the existing event
interface.