Commit graph

58 commits

Author SHA1 Message Date
Henrik Rydgård
69309aa400 Revert "Remove some remains of software skinning"
This reverts commit 2d33d526b8.
2018-04-10 11:21:56 +02:00
Unknown W. Brackets
d70568abd2 GPU: Fix s8 norm with skin and morph.
Fixes #10851.
2018-04-02 19:18:16 -07:00
Henrik Rydgård
614cabb115 Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.

There's still a disabled option to store the pipeline cache objects.
2018-03-16 21:03:03 +01:00
Henrik Rydgård
2d33d526b8 Remove some remains of software skinning 2018-03-16 20:38:05 +01:00
Henrik Rydgård
6fa9fcefb2 Comment fixes, reindentation. 2018-03-05 00:03:47 +01:00
Henrik Rydgård
44100c6c1d VertexLoader: Remove now-unused weights translation code 2018-03-05 00:03:47 +01:00
Henrik Rydgård
dcb773d624 Start removing support for hardware skinning. 2018-03-05 00:03:47 +01:00
Henrik Rydgård
66cbad443a Add necessary decode functions to support morph+skin 2018-03-05 00:03:47 +01:00
Henrik Rydgård
45cfda4aa0 Small refactoring in VertexDecoderCommon 2018-03-05 00:03:47 +01:00
Henrik Rydgård
5c50c007b7 Minor fix for previous commit. 2018-01-03 18:21:50 +01:00
Henrik Rydgård
e7893001e9 VertexDecoderCommon: A few more cases. 2018-01-03 17:02:07 +01:00
Henrik Rydgård
e472947488 VertexDecoderCommon: Avoid reading the destination during vertex decode, might be some kind of memory that's not good to read from... 2018-01-03 16:31:01 +01:00
Unknown W. Brackets
db300da1d7 Reporting: Improve no pos verts message. 2017-12-01 09:45:58 -08:00
Henrik Rydgård
3e749a94ce Vulkan: Fix bug where we ended up creating duplicate pipelines even if vertices decoded to the same format, if they were created from different formats.
This can cut down the number of pipelines to a third or less in some
games. However, benefit is likely smaller since Vulkan drivers will
deduplicate shaders inside each vkPipelineCache object.

Helps #10106 while not actually implementing any of the suggestions inside.
2017-11-13 11:22:33 +01:00
Henrik Rydgård
6a1fa728d8 Remove Globals.h 2017-08-31 17:15:22 +02:00
Henrik Rydgård
22e65ba80d Get rid of ugly alignment macros and some other cruft, we now have alignas(16) from C++11 2017-08-31 01:14:51 +02:00
Henrik Rydgård
2f85e6516e Minor optimizations (use the new hashmap in a few more places) 2017-08-20 19:18:46 +02:00
Henrik Rydgård
0ec1e5e3b2 Don't erase and rewrite the dispatcher when the cache is cleared. Fixes #9708 2017-05-26 15:48:03 +02:00
Unknown W. Brackets
257f8dbbc6 GPU: Remove now-unused vertex decoder funcs.
We always convert to float now, so these functions are no longer used.
2017-05-06 18:55:16 -07:00
Henrik Rydgard
c54999d26a Even the vertex interpreter, not just the jit, can crash from misaligned vertex data. 2017-04-02 23:57:59 +02:00
Henrik Rydgard
8956a823bb If the main CPU JIT is not enabled, don't try to vertex-jit. See #9404 2017-03-10 00:18:53 +01:00
Henrik Rydgard
a272a4ee3f Improve error message on vertex decoder compile fail. Also disable a broken vertex JIT function until it can be fixed. 2017-03-03 14:19:36 +01:00
Henrik Rydgard
389650e2a7 Need to include getUVGenMode in vertex cache hash. Fixes #9263 2017-02-04 11:15:47 +01:00
Henrik Rydgard
1dbeca0618 Only support decoding UV to float in vertex formats. Supporting u8 and 16 was more complexity than it's worth. 2016-12-20 13:42:54 +01:00
Henrik Rydgard
9d7983eee8 Remove the ability to turn off prescaleUV entirely. It's simply better to do it in the vertex decoder. 2016-12-20 13:27:44 +01:00
Henrik Rydgard
5d5f10d956 Attempts to counter crashes seen in the Google Play developer console 2016-12-01 22:07:03 +01:00
Florent Castelli
8c3552de74 cmake: Detect features at compile time
Instead of relying on manually passed down flags from CMake,
we now have ppsspp_config.h file to create the platform defines for us.
This improves support for multiplatform builds (such as iOS).
2016-10-19 12:31:19 +02:00
Henrik Rydgard
b264657d56 Implement W^X-compatible path. Works on Windows and Android, hopefully iOS (untested).
Disabled block linking in this mode, can re-enable with some more work later.

To enable W^X on other platforms than iOS, simply change PlatformIsWXExclusive.
2016-08-28 14:52:08 +02:00
Unknown W. Brackets
2e1986d0c8 Fix a few reorder warnings. 2016-05-01 09:50:03 -07:00
Unknown W. Brackets
ebce8d2753 Don't convert to float with prescale off.
Since we assume we need to normalize, it seems.
2016-04-16 19:00:34 -07:00
Unknown W. Brackets
614665068a Implement morphing for texcoords.
Tests show that this can be used.
2016-04-16 18:38:06 -07:00
Unknown W. Brackets
a0397bce4c Hopefully fix prescale in remasters.
Don't actually have a remaster to test, though.
2016-04-13 23:15:41 -07:00
Unknown W. Brackets
1e0051a792 Add support for 32-bit indices.
Not clear how often these are used by games.  Let's find out.
2016-04-10 02:24:58 -07:00
Henrik Rydgard
a995dd2ff4 Get rid of strange offset in Vulkan matrix converter 2016-03-20 19:31:02 +01:00
Unknown W. Brackets
d165680ee7 Don't assume _MSC_VER / _WIN32 mean x86/x64. 2016-01-03 15:07:36 -08:00
Sacha
bbc4f64999 MIPS: Fix build so we can compile this again. 2015-10-29 02:46:43 +00:00
Henrik Rydgard
6a373fe09a Make it possible to view vertex decoders through the shader viewing mechanism (even though they aren't strictly shaders, they fit the model). 2015-10-24 10:41:31 +02:00
Unknown W. Brackets
dff4aeb30f Correct uv bound pointers in arm vertexjit. 2015-09-13 14:55:10 -07:00
Unknown W. Brackets
72a73045bb Add uv range to arm64 and non-jit decoders. 2015-09-13 10:01:37 -07:00
Unknown W. Brackets
327ca4c96e Stub invalid vertex decoder colors to avoid crash.
These values are invalid, but before we'd call a null pointer if we hit
them.  Should do tests to see what actual behavior is.
2015-04-17 23:24:21 -07:00
Henrik Rydgard
31961eace9 Color conv attempt 2. Start consolidating simple color conversion functions in a single header+cpp. 2015-04-08 22:52:46 +02:00
Henrik Rydgård
4bd95b0cb7 ARM64: Fixup software skinning. Now seems to work, at least in a bunch of games.. 2015-04-06 18:13:45 +02:00
Henrik Rydgård
fbaffdceab Remove some outdated comments, minor stuff 2015-04-06 18:13:36 +02:00
Henrik Rydgard
5496b3d3b1 ARM64: Some minor vertex decoder work. Hm, I think SCVTF will actually divide by 128.0, not 127.0 :/ 2015-04-06 18:13:20 +02:00
Henrik Rydgard
033798c796 Expand spline data into a separate buffer. Prevent overflowing it by reducing the size of spline draws if necessary (but shouldn't really happen).
Might help #7386
2015-01-29 16:04:00 +01:00
Henrik Rydgard
cae58cafee Revert "Merge pull request #7361 from hrydgard/color-conv-centralize"
This reverts commit f1b57dabf5, reversing
changes made to 41001637ce.
2015-01-22 19:53:32 +01:00
Henrik Rydgard
2623a48b4a Centralize color conversion functions in Common/ColorConv. 2015-01-20 17:32:54 +01:00
Lioncash
dc436aebe8 GPU: Get rid of unused variable warnings 2014-12-12 09:29:41 -05:00
Henrik Rydgard
7cb5e7f53f Some very minor optimizations. Remove little-used stat counter. 2014-10-19 21:12:25 +02:00
Henrik Rydgard
e75551d5cd D3D vtxdec: Fix nrm stuff 2014-09-12 02:00:35 +02:00