466 lines
16 KiB
C++
466 lines
16 KiB
C++
#include "GPU/Vulkan/DrawEngineVulkan.h"
|
|
|
|
|
|
// Copyright (c) 2012- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
#include "base/logging.h"
|
|
#include "base/timeutil.h"
|
|
|
|
#include "Common/MemoryUtil.h"
|
|
#include "Core/MemMap.h"
|
|
#include "Core/Host.h"
|
|
#include "Core/System.h"
|
|
#include "Core/Reporting.h"
|
|
#include "Core/Config.h"
|
|
#include "Core/CoreTiming.h"
|
|
|
|
#include "GPU/Math3D.h"
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/ge_constants.h"
|
|
|
|
#include "GPU/Common/TextureDecoder.h"
|
|
#include "GPU/Common/SplineCommon.h"
|
|
#include "GPU/Common/TransformCommon.h"
|
|
#include "GPU/Common/VertexDecoderCommon.h"
|
|
#include "GPU/Common/SoftwareTransformCommon.h"
|
|
#include "GPU/Common/DrawEngineCommon.h"
|
|
#include "GPU/Vulkan/DrawEngineVulkan.h"
|
|
#include "GPU/Vulkan/TextureCacheVulkan.h"
|
|
#include "GPU/Vulkan/ShaderManagerVulkan.h"
|
|
#include "GPU/Vulkan/PipelineManagerVulkan.h"
|
|
#include "GPU/Vulkan/GPU_Vulkan.h"
|
|
|
|
const VkPrimitiveTopology prim[8] = {
|
|
VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
|
|
VK_PRIMITIVE_TOPOLOGY_LINE_LIST,
|
|
VK_PRIMITIVE_TOPOLOGY_LINE_STRIP,
|
|
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
|
|
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP,
|
|
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_FAN,
|
|
VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST, // Vulkan doesn't do quads. We could do strips with restart-index though. We could also do RECT primitives in the geometry shader.
|
|
};
|
|
|
|
enum {
|
|
TRANSFORMED_VERTEX_BUFFER_SIZE = VERTEX_BUFFER_MAX * sizeof(TransformedVertex)
|
|
};
|
|
|
|
DrawEngineVulkan::DrawEngineVulkan()
|
|
: decodedVerts_(0),
|
|
prevPrim_(GE_PRIM_INVALID),
|
|
lastVType_(-1),
|
|
pipelineManager_(nullptr),
|
|
textureCache_(nullptr),
|
|
framebufferManager_(nullptr),
|
|
numDrawCalls(0),
|
|
vertexCountInDrawCalls(0),
|
|
decodeCounter_(0),
|
|
dcid_(0),
|
|
fboTexNeedBind_(false),
|
|
fboTexBound_(false) {
|
|
|
|
memset(&decOptions_, 0, sizeof(decOptions_));
|
|
decOptions_.expandAllUVtoFloat = true;
|
|
decOptions_.expandAllWeightsToFloat = true;
|
|
decOptions_.expand8BitNormalsToFloat = true;
|
|
|
|
// Allocate nicely aligned memory. Maybe graphics drivers will
|
|
// appreciate it.
|
|
// All this is a LOT of memory, need to see if we can cut down somehow.
|
|
decoded = (u8 *)AllocateMemoryPages(DECODED_VERTEX_BUFFER_SIZE);
|
|
decIndex = (u16 *)AllocateMemoryPages(DECODED_INDEX_BUFFER_SIZE);
|
|
splineBuffer = (u8 *)AllocateMemoryPages(SPLINE_BUFFER_SIZE);
|
|
transformed = (TransformedVertex *)AllocateMemoryPages(TRANSFORMED_VERTEX_BUFFER_SIZE);
|
|
transformedExpanded = (TransformedVertex *)AllocateMemoryPages(3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
|
|
|
indexGen.Setup(decIndex);
|
|
}
|
|
|
|
DrawEngineVulkan::~DrawEngineVulkan() {
|
|
FreeMemoryPages(decoded, DECODED_VERTEX_BUFFER_SIZE);
|
|
FreeMemoryPages(decIndex, DECODED_INDEX_BUFFER_SIZE);
|
|
FreeMemoryPages(splineBuffer, SPLINE_BUFFER_SIZE);
|
|
FreeMemoryPages(transformed, TRANSFORMED_VERTEX_BUFFER_SIZE);
|
|
FreeMemoryPages(transformedExpanded, 3 * TRANSFORMED_VERTEX_BUFFER_SIZE);
|
|
}
|
|
|
|
VertexDecoder *DrawEngineVulkan::GetVertexDecoder(u32 vtype) {
|
|
auto iter = decoderMap_.find(vtype);
|
|
if (iter != decoderMap_.end())
|
|
return iter->second;
|
|
VertexDecoder *dec = new VertexDecoder();
|
|
dec->SetVertexType(vtype, decOptions_, decJitCache_);
|
|
decoderMap_[vtype] = dec;
|
|
return dec;
|
|
}
|
|
|
|
void DrawEngineVulkan::SetupVertexDecoder(u32 vertType) {
|
|
SetupVertexDecoderInternal(vertType);
|
|
}
|
|
|
|
inline void DrawEngineVulkan::SetupVertexDecoderInternal(u32 vertType) {
|
|
// As the decoder depends on the UVGenMode when we use UV prescale, we simply mash it
|
|
// into the top of the verttype where there are unused bits.
|
|
const u32 vertTypeID = (vertType & 0xFFFFFF) | (gstate.getUVGenMode() << 24);
|
|
|
|
// If vtype has changed, setup the vertex decoder.
|
|
if (vertTypeID != lastVType_) {
|
|
dec_ = GetVertexDecoder(vertTypeID);
|
|
lastVType_ = vertTypeID;
|
|
}
|
|
}
|
|
|
|
void DrawEngineVulkan::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
|
|
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
|
|
Flush(cmd_);
|
|
|
|
// TODO: Is this the right thing to do?
|
|
if (prim == GE_PRIM_KEEP_PREVIOUS) {
|
|
prim = prevPrim_ != GE_PRIM_INVALID ? prevPrim_ : GE_PRIM_POINTS;
|
|
} else {
|
|
prevPrim_ = prim;
|
|
}
|
|
|
|
SetupVertexDecoderInternal(vertType);
|
|
|
|
*bytesRead = vertexCount * dec_->VertexSize();
|
|
|
|
if ((vertexCount < 2 && prim > 0) || (vertexCount < 3 && prim > 2 && prim != GE_PRIM_RECTANGLES))
|
|
return;
|
|
|
|
DeferredDrawCall &dc = drawCalls[numDrawCalls];
|
|
dc.verts = verts;
|
|
dc.inds = inds;
|
|
dc.vertType = vertType;
|
|
dc.indexType = (vertType & GE_VTYPE_IDX_MASK) >> GE_VTYPE_IDX_SHIFT;
|
|
dc.prim = prim;
|
|
dc.vertexCount = vertexCount;
|
|
|
|
u32 dhash = dcid_;
|
|
dhash ^= (u32)(uintptr_t)verts;
|
|
dhash = __rotl(dhash, 13);
|
|
dhash ^= (u32)(uintptr_t)inds;
|
|
dhash = __rotl(dhash, 13);
|
|
dhash ^= (u32)vertType;
|
|
dhash = __rotl(dhash, 13);
|
|
dhash ^= (u32)vertexCount;
|
|
dhash = __rotl(dhash, 13);
|
|
dhash ^= (u32)prim;
|
|
dcid_ = dhash;
|
|
|
|
if (inds) {
|
|
GetIndexBounds(inds, vertexCount, vertType, &dc.indexLowerBound, &dc.indexUpperBound);
|
|
} else {
|
|
dc.indexLowerBound = 0;
|
|
dc.indexUpperBound = vertexCount - 1;
|
|
}
|
|
|
|
numDrawCalls++;
|
|
vertexCountInDrawCalls += vertexCount;
|
|
|
|
if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
|
|
DecodeVertsStep();
|
|
decodeCounter_++;
|
|
}
|
|
|
|
if (prim == GE_PRIM_RECTANGLES && (gstate.getTextureAddress(0) & 0x3FFFFFFF) == (gstate.getFrameBufAddress() & 0x3FFFFFFF)) {
|
|
// Rendertarget == texture?
|
|
if (!g_Config.bDisableSlowFramebufEffects) {
|
|
gstate_c.textureChanged |= TEXCHANGE_PARAMSONLY;
|
|
Flush(cmd_);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DrawEngineVulkan::DecodeVerts() {
|
|
for (; decodeCounter_ < numDrawCalls; decodeCounter_++) {
|
|
DecodeVertsStep();
|
|
}
|
|
// Sanity check
|
|
if (indexGen.Prim() < 0) {
|
|
ERROR_LOG_REPORT(G3D, "DecodeVerts: Failed to deduce prim: %i", indexGen.Prim());
|
|
// Force to points (0)
|
|
indexGen.AddPrim(GE_PRIM_POINTS, 0);
|
|
}
|
|
}
|
|
|
|
void DrawEngineVulkan::DecodeVertsStep() {
|
|
const int i = decodeCounter_;
|
|
|
|
const DeferredDrawCall &dc = drawCalls[i];
|
|
|
|
indexGen.SetIndex(decodedVerts_);
|
|
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
|
|
|
|
u32 indexType = dc.indexType;
|
|
void *inds = dc.inds;
|
|
if (indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
|
|
// Decode the verts and apply morphing. Simple.
|
|
dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
decodedVerts_ += indexUpperBound - indexLowerBound + 1;
|
|
indexGen.AddPrim(dc.prim, dc.vertexCount);
|
|
} else {
|
|
// It's fairly common that games issue long sequences of PRIM calls, with differing
|
|
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
|
|
// these as much as possible, so we make sure here to combine as many as possible
|
|
// into one nice big drawcall, sharing data.
|
|
|
|
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
|
|
// Expand the lower and upper bounds as we go.
|
|
int lastMatch = i;
|
|
const int total = numDrawCalls;
|
|
for (int j = i + 1; j < total; ++j) {
|
|
if (drawCalls[j].verts != dc.verts)
|
|
break;
|
|
|
|
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
|
|
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
|
|
lastMatch = j;
|
|
}
|
|
|
|
// 2. Loop through the drawcalls, translating indices as we go.
|
|
switch (indexType) {
|
|
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
|
|
for (int j = i; j <= lastMatch; j++) {
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
|
|
}
|
|
break;
|
|
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
|
|
for (int j = i; j <= lastMatch; j++) {
|
|
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16 *)drawCalls[j].inds, indexLowerBound);
|
|
}
|
|
break;
|
|
}
|
|
|
|
const int vertexCount = indexUpperBound - indexLowerBound + 1;
|
|
|
|
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
|
|
if (decodedVerts_ + vertexCount > VERTEX_BUFFER_MAX) {
|
|
return;
|
|
}
|
|
|
|
// 3. Decode that range of vertex data.
|
|
dec_->DecodeVerts(decoded + decodedVerts_ * (int)dec_->GetDecVtxFmt().stride,
|
|
dc.verts, indexLowerBound, indexUpperBound);
|
|
decodedVerts_ += vertexCount;
|
|
|
|
// 4. Advance indexgen vertex counter.
|
|
indexGen.Advance(vertexCount);
|
|
decodeCounter_ = lastMatch;
|
|
}
|
|
}
|
|
|
|
inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
|
|
// Switch to u32 units.
|
|
const u32 *p = (const u32 *)ptr;
|
|
sz >>= 2;
|
|
|
|
if (sz > 100) {
|
|
size_t step = sz / 4;
|
|
u32 hash = 0;
|
|
for (size_t i = 0; i < sz; i += step) {
|
|
hash += DoReliableHash32(p + i, 100, 0x3A44B9C4);
|
|
}
|
|
return hash;
|
|
} else {
|
|
return p[0] + p[sz - 1];
|
|
}
|
|
}
|
|
|
|
// The inline wrapper in the header checks for numDrawCalls == 0
|
|
void DrawEngineVulkan::DoFlush(VkCommandBuffer cmd) {
|
|
gpuStats.numFlushes++;
|
|
|
|
// This is not done on every drawcall, we should collect vertex data
|
|
// until critical state changes. That's when we draw (flush).
|
|
|
|
GEPrimitiveType prim = prevPrim_;
|
|
// ApplyDrawState(prim);
|
|
|
|
VulkanVertexShader *vshader;
|
|
VulkanFragmentShader *fshader;
|
|
shaderManager_->GetShaders(prim, lastVType_, &vshader, &fshader);
|
|
|
|
if (vshader->UseHWTransform()) {
|
|
int vertexCount = 0;
|
|
int maxIndex = 0;
|
|
bool useElements = true;
|
|
|
|
DecodeVerts();
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
useElements = !indexGen.SeenOnlyPurePrims();
|
|
vertexCount = indexGen.VertexCount();
|
|
maxIndex = indexGen.MaxIndex();
|
|
if (!useElements && indexGen.PureCount()) {
|
|
vertexCount = indexGen.PureCount();
|
|
}
|
|
prim = indexGen.Prim();
|
|
|
|
VERBOSE_LOG(G3D, "Flush prim %i! %i verts in one go", prim, vertexCount);
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
VkBuffer buf[1] = {};
|
|
VkDeviceSize offsets[1] = { 0 };
|
|
if (useElements) {
|
|
// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdBindIndexBuffer(cmd_, buf[0], 0, VK_INDEX_TYPE_UINT16);
|
|
vkCmdDrawIndexed(cmd_, maxIndex + 1, 1, 0, 0, 0);
|
|
} else {
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdDraw(cmd_, vertexCount, 1, 0, 0);
|
|
}
|
|
} else {
|
|
DecodeVerts();
|
|
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
|
|
if (gstate.isModeThrough()) {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && (hasColor || gstate.getMaterialAmbientA() == 255);
|
|
} else {
|
|
gstate_c.vertexFullAlpha = gstate_c.vertexFullAlpha && ((hasColor && (gstate.materialupdate & 1)) || gstate.getMaterialAmbientA() == 255) && (!gstate.isLightingEnabled() || gstate.getAmbientA() == 255);
|
|
}
|
|
|
|
gpuStats.numUncachedVertsDrawn += indexGen.VertexCount();
|
|
prim = indexGen.Prim();
|
|
// Undo the strip optimization, not supported by the SW code yet.
|
|
if (prim == GE_PRIM_TRIANGLE_STRIP)
|
|
prim = GE_PRIM_TRIANGLES;
|
|
VERBOSE_LOG(G3D, "Flush prim %i SW! %i verts in one go", prim, indexGen.VertexCount());
|
|
|
|
int numTrans = 0;
|
|
bool drawIndexed = false;
|
|
u16 *inds = decIndex;
|
|
TransformedVertex *drawBuffer = NULL;
|
|
SoftwareTransformResult result;
|
|
memset(&result, 0, sizeof(result));
|
|
|
|
int maxIndex = indexGen.MaxIndex();
|
|
SoftwareTransform(
|
|
prim, decoded, indexGen.VertexCount(),
|
|
dec_->VertexType(), inds, GE_VTYPE_IDX_16BIT, dec_->GetDecVtxFmt(),
|
|
maxIndex, framebufferManager_, textureCache_, transformed, transformedExpanded, drawBuffer, numTrans, drawIndexed, &result, 1.0f);
|
|
|
|
// ApplyDrawStateLate();
|
|
|
|
if (result.action == SW_DRAW_PRIMITIVES) {
|
|
if (result.setStencil) {
|
|
// dxstate.stencilFunc.set(D3DCMP_ALWAYS, result.stencilValue, 255);
|
|
}
|
|
|
|
VkBuffer buf[1] = {};
|
|
VkDeviceSize offsets[1] = { 0 };
|
|
if (drawIndexed) {
|
|
// TODO: Have a buffer per frame, use a walking buffer pointer
|
|
// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdBindIndexBuffer(cmd_, buf[0], 0, VK_INDEX_TYPE_UINT16);
|
|
vkCmdDrawIndexed(cmd_, numTrans, 1, 0, 0, 0);
|
|
// pD3Ddevice->DrawIndexedPrimitiveUP(glprim[prim], 0, maxIndex, D3DPrimCount(glprim[prim], numTrans), inds, D3DFMT_INDEX16, drawBuffer, sizeof(TransformedVertex));
|
|
} else {
|
|
// TODO: Avoid rebinding if the vertex size stays the same by using the offset arguments
|
|
vkCmdBindVertexBuffers(cmd_, 0, 1, buf, offsets);
|
|
vkCmdDraw(cmd_, numTrans, 1, 0, 0);
|
|
// pD3Ddevice->DrawPrimitiveUP(glprim[prim], D3DPrimCount(glprim[prim], numTrans), drawBuffer, sizeof(TransformedVertex));
|
|
}
|
|
} else if (result.action == SW_CLEAR) {
|
|
// TODO: Support clearing only color and not alpha, or vice versa. This is not supported (probably for good reason) by vkCmdClearColorAttachment
|
|
// so we will have to simply draw a rectangle instead. Accordingly,
|
|
|
|
int mask = gstate.isClearModeColorMask() ? 1 : 0;
|
|
if (gstate.isClearModeAlphaMask()) mask |= 2;
|
|
if (gstate.isClearModeDepthMask()) mask |= 4;
|
|
|
|
VkClearValue value;
|
|
value.color.float32[0] = (result.color & 0xFF) * (1.0f / 255.0f);
|
|
value.color.float32[1] = ((result.color >> 8) & 0xFF) * (1.0f / 255.0f);
|
|
value.color.float32[2] = ((result.color >> 16) & 0xFF) * (1.0f / 255.0f);
|
|
value.color.float32[3] = ((result.color >> 24) & 0xFF) * (1.0f / 255.0f);
|
|
value.depthStencil.depth = result.depth;
|
|
value.depthStencil.stencil = (result.color >> 24) & 0xFF;
|
|
|
|
VkClearRect rect;
|
|
rect.baseArrayLayer = 0;
|
|
rect.layerCount = 1;
|
|
rect.rect.offset.x = 0;
|
|
rect.rect.offset.y = 0;
|
|
rect.rect.extent.width = gstate_c.curRTRenderWidth;
|
|
rect.rect.extent.height = gstate_c.curRTRenderHeight;
|
|
|
|
int count = 0;
|
|
VkClearAttachment attach[2];
|
|
if (mask & 3) {
|
|
attach[count].aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
|
attach[count].clearValue = value;
|
|
attach[count].colorAttachment = 0;
|
|
count++;
|
|
}
|
|
if (mask & 4) {
|
|
attach[count].aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
|
|
attach[count].clearValue = value;
|
|
attach[count].colorAttachment = 0;
|
|
}
|
|
vkCmdClearAttachments(cmd_, count, attach, 1, &rect);
|
|
|
|
if (mask & 1) {
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
}
|
|
if (mask & 4) {
|
|
framebufferManager_->SetDepthUpdated();
|
|
}
|
|
}
|
|
}
|
|
|
|
gpuStats.numDrawCalls += numDrawCalls;
|
|
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
|
|
|
|
indexGen.Reset();
|
|
decodedVerts_ = 0;
|
|
numDrawCalls = 0;
|
|
vertexCountInDrawCalls = 0;
|
|
decodeCounter_ = 0;
|
|
dcid_ = 0;
|
|
prevPrim_ = GE_PRIM_INVALID;
|
|
gstate_c.vertexFullAlpha = true;
|
|
framebufferManager_->SetColorUpdated(gstate_c.skipDrawReason);
|
|
|
|
// Now seems as good a time as any to reset the min/max coords, which we may examine later.
|
|
gstate_c.vertBounds.minU = 512;
|
|
gstate_c.vertBounds.minV = 512;
|
|
gstate_c.vertBounds.maxU = 0;
|
|
gstate_c.vertBounds.maxV = 0;
|
|
|
|
host->GPUNotifyDraw();
|
|
}
|
|
|
|
void DrawEngineVulkan::Resized() {
|
|
decJitCache_->Clear();
|
|
lastVType_ = -1;
|
|
dec_ = NULL;
|
|
for (auto iter = decoderMap_.begin(); iter != decoderMap_.end(); iter++) {
|
|
delete iter->second;
|
|
}
|
|
decoderMap_.clear();
|
|
}
|
|
|
|
bool DrawEngineVulkan::IsCodePtrVertexDecoder(const u8 *ptr) const {
|
|
return decJitCache_->IsInSpace(ptr);
|
|
}
|