Commit graph

205 commits

Author SHA1 Message Date
Henrik Rydgård
e4ea4831e9 Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
Henrik Rydgård
ae58fe3828 In GL and Vulkan soft-skin, we might not be fully done decoding when we reach flush. Take that into account. 2023-10-08 16:51:58 +02:00
Henrik Rydgård
10ccbfd68c Unify the clearing of variables after a draw call 2023-10-06 15:39:59 +02:00
Henrik Rydgård
d4703e9534 Decoded position format is always the same 2023-10-06 15:39:58 +02:00
Henrik Rydgård
e63bb0459c Add a new stat, so we can see per game if the optimization has an effect 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
abbd1c83bd Revert "Merge pull request #18184 from hrydgard/expand-lines-mem-fix"
This reverts commit 65b995ac6c, reversing
changes made to 01c3c3638f.
2023-09-27 20:04:37 +02:00
Henrik Rydgård
db245e1b34 Fix old texture leak in GLES hardware tessellation 2023-09-26 00:38:11 +02:00
Henrik Rydgård
966144fa64 Bounds check writing to the index buffer when expanding lines/rects/points 2023-09-20 19:26:36 +02:00
Henrik Rydgård
3f2ef508c9 Make it easier to reason about space in the inds buffer by moving an offset instead of the pointer. 2023-09-20 19:23:24 +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
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00
Henrik Rydgård
880379c15d Extract some minor changes from #17497 2023-06-12 20:20:06 +02:00
Henrik Rydgård
186b0f105c Simplify the vertex cache ID handling 2023-06-12 13:16:13 +02:00
Henrik Rydgård
53aa2cc596 Apply stencil writemask when clearing properly again, see #17478
Also renames vpAndScissor to vpAndScissor_ for consistency.
2023-06-12 11:49:44 +02:00
Henrik Rydgård
7178c0cd42 Restore fragmentshader ID flags double and texalpha. Add a ubershader mode that uses dynamic state. 2023-05-25 10:19:01 +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
84da0327d6 GLQueueRunner: Make DrawIndexed parameters more consistent. 2023-05-23 17:49:11 +02:00
Henrik Rydgård
f56ef63ef5 Remove redundant function 2023-05-23 16:50:25 +02:00
Henrik Rydgård
d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård
d7ea2ebf8a GL: Add tags to push buffers for debug purposes. Double the default vertex buffer size. 2023-05-23 15:53:41 +02:00
Henrik Rydgård
a4baed4c0c Minor GLPushBuffer cleanup (now same API as the VK one) 2023-05-23 08:41:09 +02:00
Henrik Rydgård
b27c427547 We always bind and draw together, so let's combine them to one command. 2023-05-10 10:56:25 +02:00
Henrik Rydgård
8f2069ef71 GLQueueRunner: Combine BindVertexBuffer with BindIndexBuffer 2023-05-10 09:23:10 +02:00
Henrik Rydgård
c80671d9ea Debug-assert that there's a renderpass in Flush instead of asserting, and skip if not.
buildfix
2023-05-03 23:49:38 +02:00
Henrik Rydgård
7c420381d5 OpenGL: Some paranoia checks around failed shader generation 2023-05-01 12:11:34 +02:00
Henrik Rydgård
d4249c1d73 OpenGL: Add an assert to catch a class of crash bugs early. Also assorted paranoia. 2023-05-01 11:56:26 +02:00
Henrik Rydgård
16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
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1f91993e7d GLES: Apply vertex limit only to GLES2. 2023-01-08 11:06:35 -08:00
Henrik Rydgård
85e6b4e592 Increment numFlushes near the other stat increments
Might be better for the cache, heh.
2023-01-04 17:10:56 +01:00
Henrik Rydgård
f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
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49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
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e5dbdba638 GPU: Keep prevPrim_ set on flush.
For continuing previous verts, see #16612.  We still don't handle these
quite accurately (outside software rendering), but this should be better.
2022-12-18 07:14:19 -08:00
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f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
331d024a8c Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
bdfde4cbac Implement the new screen sizing parameters 2022-11-27 16:16:04 +01:00
Henrik Rydgård
3dd45c6561 Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
Was probably redundant anyway.
2022-11-24 11:02:21 +01:00
Henrik Rydgård
70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
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70c3205564 GPU: Correct equal depth checks. 2022-11-09 20:34:29 -08:00
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1c0a37f252 GPU: Correct vertex decoder in software transform.
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
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3333f2a5aa GPU: Avoid clears for non-simple depth values.
Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches.  We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
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3de2557ecb GPU: Always skin in decode for software transform. 2022-11-06 08:55:07 -08:00
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6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
7c5fc3ccb5 Reorder the GPU USE flags a bit 2022-10-17 19:55:11 +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
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b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
a8eced4773 GLES: Avoid resizing tessellation data textures.
Just recreate when it needs to be larger.  Fixes Test Drive Unlimited
issues noted in #16069.
2022-09-21 23:30:00 -07:00
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00