Commit Graph

119 Commits

Author SHA1 Message Date
Henrik Rydgård
f16f879b41 Some renaming to follow the standard of appending _ to member vars 2023-05-23 18:00:50 +02:00
Henrik Rydgård
d51d1413a3 DrawEngineCommon: Rename decoded to decoded_ 2023-05-23 16:46:43 +02:00
Henrik Rydgård
16b243b007 Centralize allocation of vertex decode buffers 2023-04-24 12:11:58 +02:00
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15f087b71a D3D11: Correct equal clear check. 2023-02-26 23:59:48 -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
Henrik Rydgård
67cba831dd Slightly more useful assert message in Hashmaps.h 2022-12-29 00:39:59 +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
Henrik Rydgård
ee19db091f Add accessor for UseFlags 2022-12-13 18:27:45 +01:00
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9cfcbc46e6 Global: Cleanup initialization/pointer checks.
Cleaning up a lot of cases of uninitialized data, unchecked return values
for failures, and similar.
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
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
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
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
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86e754fb4a D3D11: Correct viewport offset sign handling. 2022-08-22 21:29:49 -07:00
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b5a4843c1f GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse.  See #15856.
2022-08-20 14:21:11 -07:00
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d61619db47 GPU: Dirty params when converting viewport state.
This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00