Henrik Rydgård
096985f51f
Provoking vertex (software transform): Simpler solution
...
Simply rotate each primitive in the index buffer to simulate a different provoking vertex.
Since at this point we have already generated a plain primitive index
buffer, it's easy to manipulate like this.
An even better solution would be to generate rotated index buffers
directly during decode, although that code is super critical and does
not need more complexity..
We could now also enable this for hardware transform but I'm leaving
that for later.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
6b1e57a840
We never draw non-indexed in software transform mode, so get rid of the path.
2024-07-17 14:40:52 +02:00
Henrik Rydgård
665f03ff62
Add provoking vertex to caps, flip the flag around
2024-07-17 14:40:52 +02:00
Henrik Rydgård
e01ca5b057
Logging API change (refactor) ( #19324 )
...
* 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
Herman Semenov
b57dab2812
[GPU] Make static and const methods if possible
2024-04-05 17:04:31 +03:00
Henrik Rydgård
cb79783539
Expand primitives: Check the vertex count too.
...
Still getting a few crashes, let's get rid of the last of them from this,
hopefully.
2024-01-28 22:48:40 +01:00
Henrik Rydgård
db94b0b696
Pass the limit on the number of indices to generate to BuildDrawingParams.
2024-01-15 10:09:04 +01:00
Henrik Rydgård
341fe04f4b
Apply nearest filter for pixel-mapped draws
2024-01-11 12:56:03 +01:00
Henrik Rydgård
0b6ea4b2e5
Use the Tokimeki / old Juiced 2 method for Breath of Fire III
...
Allows us to delete a bunch of complex code.
2024-01-11 10:44:13 +01:00
Henrik Rydgård
126d88ecfc
Back out clearly inconsequential/useless .reserve() calls
2023-12-29 08:27:56 +01:00
Henrik Rydgård
61acce195c
Avoid decoding indices when we don't need them.
2023-12-20 14:25:19 +01:00
Herman Semenov
0748ce610f
[GPU/Common/D3D11/Directx9/GLES/Vulkan] Using reserve if possible
2023-12-15 14:08:22 +03:00
Henrik Rydgård
aca3bbc9a0
DrawEngine: Remove the confusing MaxIndex accessor, replace with directly reading numDecodedVerts_
2023-12-10 11:58:47 +01:00
Henrik Rydgård
d891aaf9cd
Remove code that pretended that we supported multiple vertex streams
...
Don't really see that we'll have much use for this feature, so simplify
it away. Only single vertex stream data is now supported by the thin3d
API.
2023-11-13 01:15:28 +01:00
Henrik Rydgård
12a98baf59
Cleanups, make the various SubmitPrim implementations more similar
2023-10-12 11:58:48 +02:00
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