Henrik Rydgård
01cea7f088
Pass uvScale in as an argument to the vertex decoder
...
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
880379c15d
Extract some minor changes from #17497
2023-06-12 20:20:06 +02:00
Henrik Rydgård
d957f6b0be
Of course got the check backwards
2023-06-12 19:45:34 +02:00
Henrik Rydgård
1a1462ecb0
x86 buildfix, warning fix
2023-06-12 17:46:57 +02:00
Henrik Rydgård
c9aa3479a4
Make vertexFullAlpha-in-register work the same as on ARM.
2023-06-12 16:08:14 +02:00
Henrik Rydgård
a164f77f47
VertexDecoderX86 (64-bit only): Avoid a memory access per loop iteration for alpha
2023-06-12 15:58:55 +02:00
Henrik Rydgård
f5516d3248
Actually switch away from XXH to a custom hash, to de-risk
2023-06-12 14:24:20 +02:00
Henrik Rydgård
2f90ec6093
Breakout the vertex caching (just code cleanup)
2023-06-12 13:16:14 +02:00
Henrik Rydgård
468757b93a
Add comment about possible UV scale/offset bug. Move loop-max to local.
2023-06-12 13:16:14 +02:00
Henrik Rydgård
d90671e877
Add some comments.
2023-06-12 13:16:13 +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
e9e95d23ce
VulkanDebug log fix, reduce log spam
2023-05-30 18:32:33 +02:00
Henrik Rydgård
49ecc01556
Fix image leak bug when pausing and we're just displaying a framebuffer in memory
2023-05-30 18:29:50 +02:00
Henrik Rydgård
7c4b9bac90
Cache textures created by MakePixelsTexture and reuse where appropriate.
2023-05-30 14:07:44 +02:00
Henrik Rydgård
ea552bc573
Add a new GPU stat (DrawPixels), kinda heavy since creates textures. GoW does 20-ish per frame.
2023-05-30 10:15:34 +02:00
Henrik Rydgård
f54f905be5
Vulkan: Remove support for other index types than 16-bit.
...
We don't have any use for them anyway.
2023-05-30 10:15:34 +02:00
Henrik Rydgård
ad8827ae70
Cleanup, address feedback
2023-05-26 10:28:10 +02:00
Henrik Rydgård
5c94a20ecb
SoftGPU: implement CheckConfigChanged, have it check postshaders. Fixes #17511 .
2023-05-26 09:48:51 +02:00
Henrik Rydgård
6cee08c74f
Post-processing: Fix using limited UV ranges when there's a single upscaling filter in the chain.
...
Fixes #17499
2023-05-26 09:48:51 +02:00
Henrik Rydgård
80e47b7bd3
Only dirty the uniform UVSCALEOFFSET when really needed
...
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
Henrik Rydgård
72cf531759
Bump shader cache version
2023-05-25 10:19:01 +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
bb6d696a84
Merge the tex "ubershader" uniforms into one for convenience
2023-05-25 10:19:01 +02:00
Henrik Rydgård
ebd36a4369
Reorganize the fragment shader bits
2023-05-25 10:19:01 +02:00