Henrik Rydgård
e01ca5b057
Logging API change (refactor) ( #19324 )
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* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
2024-07-14 14:42:59 +02:00
Henrik Rydgård
7a32507ab7
Add a decode counter to vertex decoders in _DEBUG mode
2024-06-02 10:25:05 +02:00
Henrik Rydgård
3e11e54405
Remove obsolete flag
2024-05-11 10:00:35 +02:00
Herman Semenov
b57dab2812
[GPU] Make static and const methods if possible
2024-04-05 17:04:31 +03:00
Henrik Rydgård
f86189c951
Show vertex decoders separately in profiles
2023-12-19 12:25:54 +01:00
Henrik Rydgård
d4703e9534
Decoded position format is always the same
2023-10-06 15:39:58 +02:00
Henrik Rydgård
bee2400230
Merge pull request #17769 from unknownbrackets/vertexjit-debug
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Add compilation-enabled vertexjit compare tool
2023-07-24 09:39:52 +02:00
Unknown W. Brackets
b6f11d6dae
GPU: Add a little tool to debug vertexjit.
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Although it's too exacting right now, it still helps.
2023-07-23 14:28:45 -07:00
Unknown W. Brackets
312dcfc1c5
GPU: Correct UV scale for non-jit.
2023-07-23 14:25:43 -07:00
Henrik Rydgård
01cea7f088
Pass uvScale in as an argument to the vertex decoder
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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
80e47b7bd3
Only dirty the uniform UVSCALEOFFSET when really needed
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Broken out from #17479
With OpenGL, greatly reduces the amount of glUniform4fv calls in many games (and
similar in the other backends).
2023-05-25 15:00:57 +02:00
Unknown W. Brackets
df1bd64662
riscv: Add morph+skin to vertexjit.
2023-02-16 18:45:10 -08:00
Unknown W. Brackets
27e60a9f2e
riscv: Sum weighted matrices in vertexjit.
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Not yet doing pos/norm, so not used yet.
2023-02-16 18:32:58 -08:00
Unknown W. Brackets
219e0db4e5
riscv: Initial vertexjit.
2023-02-12 14:28:51 -08:00
Unknown W. Brackets
8d4007ce3f
Vulkan: Force align verts to 4 on Apple devices.
2023-01-18 07:24:18 -08:00
Henrik Rydgård
f069de2dd2
Pass the vertex decoder into the vertex shader IDs generator
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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
Unknown W. Brackets
49f6c461ad
Reporting: Fix some header includes.
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Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Unknown W. Brackets
a7b7bf7826
Global: Set many read-only params as const.
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This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
4ec1e2a175
Some minor initialization fixes, and one potential crash found by static analysis
2022-12-10 11:28:19 +01:00
Henrik Rydgård
e6f0f84a45
SSE optimize Float4ToUint8x4, some uses
2022-12-01 16:32:23 +01:00
Henrik Rydgård
d02f46cb27
Minor VertexReader optimizations
2022-12-01 16:00:47 +01:00
Henrik Rydgård
9bb0c91a75
Sneak in a minor software transform optimization
2022-11-28 11:10:50 +01:00
Unknown W. Brackets
7880eb15c1
softgpu: Always use software skinning.
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There's only software skinning, after all.
2022-11-06 08:44:22 -08:00
Unknown W. Brackets
66472c39ce
GPU: Use skinned position always in bounding check.
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Meanwhile, move to a flag on decoder options instead of global check.
2022-11-06 08:23:31 -08:00
Unknown W. Brackets
519c90e049
GPU: Correct large morph vertex advance.
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Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00