Commit graph

214 commits

Author SHA1 Message Date
Henrik Rydgård
078018a943 Move the clockwise calculation out of DrawEngineCommon 2023-10-10 13:16:34 +02:00
Henrik Rydgård
963ca50ba7
Merge pull request #17567 from hrydgard/uvscale-as-argument
Pass uvScale in as a fourth argument to the vertex decoder
2023-06-13 09:49:31 +02:00
Unknown W. Brackets
a7fa37d114 softgpu: Use SIMD more for dot products. 2023-06-12 19:54:32 -07:00
Henrik Rydgård
01cea7f088 Pass uvScale in as an argument to the vertex decoder
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
16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
Unknown W. Brackets
b5206df04f softgpu: Calc worldnormal a bit less often.
This is clearer anyway.
2023-04-16 10:16:32 -07:00
Герман Семенов
122b63b9a8 GPU: using if constexpr C++17 optimization 2023-04-02 16:36:37 +02:00
Unknown W. Brackets
be84bc9934 softgpu: Detect binner alloc fail and bail. 2023-01-01 06:59:14 -08:00
Unknown W. Brackets
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Unknown W. Brackets
3342d5ecb3 softgpu: Remove an unused case. 2022-12-04 08:17:05 -08:00
Henrik Rydgård
116bc9d59a
Merge pull request #16485 from unknownbrackets/softgpu-fog-nan
softgpu: Handle infnan fog coefficients better
2022-12-02 19:49:32 +01:00
Unknown W. Brackets
1121a6fb68 softgpu: Handle inf-end + negative constant slope. 2022-12-02 10:20:30 -08:00
Unknown W. Brackets
38de2f11af softgpu: Handle infnan fog coefficients better.
If we ended up with a dot product that had opposing inf signs, the add
would result in NAN and cause problems.
2022-12-02 10:15:15 -08:00
Unknown W. Brackets
c5a98e62dd softgpu: Cull verts outside post-viewport Z.
Shouldn't have removed this before, points are still culled when depth
clamp is off and throughmode is off.

Fixes Crazy Taxi graphics glitches.
2022-12-01 21:57:48 -08:00
Henrik Rydgård
e6f0f84a45 SSE optimize Float4ToUint8x4, some uses 2022-12-01 16:32:23 +01:00
Unknown W. Brackets
dc962094f8 softgpu: Correctly fix inversions, matching tests.
Inversions are allowed just fine, but if clipping results in coordinates
outside range, the triangle should be culled.  Fixes more wanted
inversions.
2022-11-30 23:20:39 -08:00
Unknown W. Brackets
7880eb15c1 softgpu: Always use software skinning.
There's only software skinning, after all.
2022-11-06 08:44:22 -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.
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
6945604492 softgpu: Multiply prev normal by world matrix.
Even when it's not in the vertex data, we still must multiply by the world
matrix.  Fixes some lighting issues in Nayuta no Kiseki.
2022-10-20 23:14:54 -07:00
Unknown W. Brackets
d6a59be012 softgpu: Respect negate normal flag without norm.
Per tests, Z is still negated even when using the previous normal value.
2022-10-20 23:09:48 -07:00
Unknown W. Brackets
1931fa2f5f softgpu: Make triangle fan rect detection generic. 2022-10-16 16:01:09 -07:00
Unknown W. Brackets
77696573f4 GE Debugger: Correct rounded coords in vertex list.
Were previously rounding to pixel, not subpixel.  Also, show out of range
values for clarity on clamping/culling.
2022-09-30 00:19:21 -07:00
Unknown W. Brackets
faa6c2d461 softgpu: Implement triangle texture projection. 2022-09-26 18:12:20 -07:00
Unknown W. Brackets
6282f8b05f softgpu: Expand texture coords to include q.
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
Unknown W. Brackets
8376176b2f softgpu: Split clippos out of rasterization vert.
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
Unknown W. Brackets
34a8056017 GPU: Correct normalized zero normal proj map.
Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
b3c0f177e2 softgpu: Save last tc/normal in vertex reading.
Matches PSP behavior, reusing last set values.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
444781c7b0 softgpu: Fix triangle strip with partial rects.
Seen in Wild Arms XF shop menu.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
88b3b26ed3 softgpu: Cache reused indexed verts.
This happens a lot for spline/bezier, so can significantly speed up curve
heavy scenes.  Isn't necessarily that common otherwise, though.
2022-09-22 18:27:59 -07:00
Unknown W. Brackets
067fac6817 softgpu: Skip matrix multiply for fog factor calc.
We can just use a dot product instead, and always skip viewpos.
2022-09-22 18:19:53 -07:00
Unknown W. Brackets
84a3f6de71 softgpu: Remove unnecessary state param.
Oops, meant to remove this when refactoring imm prims.
2022-09-22 18:18:49 -07:00
Unknown W. Brackets
fc39f042ae softgpu: Avoid unnecessary flushing for curves.
We don't need to flush all drawing between curves in softgpu, let them
queue up.
2022-09-22 00:08:38 -07:00
Unknown W. Brackets
ca248e1201 softgpu: Fix s8 primitives in throughmode.
Also always cull no-position verts, hardware too.  Matches tests.
2022-09-18 07:46:18 -07:00
Unknown W. Brackets
97002692c4 softgpu: Correct secondary color on imm verts.
Only with through set, and we have to ignore position.
2022-09-18 06:16:26 -07:00
Unknown W. Brackets
6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets
596b07bd2e softgpu: Support fog and color1 on imm verts. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets
35ba01e01f softgpu: Refactor imm draws to bypass vert read. 2022-09-18 06:16:25 -07:00
Unknown W. Brackets
799a9ae95b softgpu: Simplify vertex reading. 2022-09-18 06:16:25 -07:00
Unknown W. Brackets
de080e2594 softgpu: Simplify vertex range culling.
The previous logic was harder to understand and easier to get wrong.
Just drop them when clipping the primitive.
2022-09-18 06:16:25 -07:00
Unknown W. Brackets
028a341cc8 softgpu: Explicitly flush on sync and output.
We could in theory skip flush on FinishDeferred, and allow some CPU/GPU
overlap.  If we did, we'd still want to flush at these times.
2022-09-18 06:16:25 -07:00
Henrik Rydgård
2791ab3226
Merge pull request #16011 from unknownbrackets/softgpu-rect
Detect more triangles as rectangles in softgpu
2022-09-12 08:35:13 +02:00
Unknown W. Brackets
151727ee01 softgpu: Detect longer strips of rectangles.
Could maybe even combine these into one large rectangle, but the main
benefit is avoiding triangles.
2022-09-11 22:39:32 -07:00
Unknown W. Brackets
288d18447d softgpu: Detect full triangles as rectangles.
Seen in a dump from Infected, improves FPS ~25% there.
2022-09-11 22:39:32 -07:00
Unknown W. Brackets
ce4fee7373 softgpu: Refactor triangle cull processing. 2022-09-11 22:39:32 -07:00
Unknown W. Brackets
8a6e8066bf softgpu: Store vertex colors as packed RGBA8.
No need to keep it expanded at 4x the space for both colors.
2022-09-11 18:41:06 -07:00
Unknown W. Brackets
8c55e18ea8 softgpu: Switch vert continue buffer to members.
Better this than static.  May be easier to handle imm prims correctly.
2022-09-11 08:54:34 -07:00
Unknown W. Brackets
7a83f8bab5 softgpu: Use vertType prim override for flags.
These parameters are a real shame, was so clean before...
2022-09-06 22:20:45 -07:00
Unknown W. Brackets
f274267143 GPU: Allow usage of texturing in immediate verts.
And respect the other flags that I can reproduce working in a test.
I can't seem to get the fog to work at all, or the shading mode, or the
secondary color.  Maybe depends on other flags or bits in other regs...
2022-09-06 22:20:45 -07:00