Commit Graph

154 Commits

Author SHA1 Message Date
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
f22249cef5 Reject zero-vertex-count draws.
I thought all the code was safe against it, but it isn't.
2023-12-29 14:09:45 +01:00
Henrik Rydgård
126d88ecfc Back out clearly inconsequential/useless .reserve() calls 2023-12-29 08:27:56 +01:00
Henrik Rydgård
ac208505a5 Remove bad debug assert 2023-12-21 11:48:52 +01:00
Henrik Rydgård
61acce195c Avoid decoding indices when we don't need them. 2023-12-20 14:25:19 +01:00
Henrik Rydgård
f86189c951 Show vertex decoders separately in profiles 2023-12-19 12:25:54 +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
71aaad23fb Fix issue with zero-vertex draw calls. Though, should maybe just filter them out earlier. 2023-12-10 12:21:07 +01:00
Henrik Rydgård
aca3bbc9a0 DrawEngine: Remove the confusing MaxIndex accessor, replace with directly reading numDecodedVerts_ 2023-12-10 11:58:47 +01:00
Henrik Rydgård
904ce4f7e1 Quickfix regression in Outrun 2023-12-09 18:32:26 +01:00
Henrik Rydgård
7e85d3d10a Disable the new culling on RISC-V for now. 2023-12-09 16:49:02 +01:00
Henrik Rydgård
4e2a1bf81c NEON: vcvtq can scale directly, no need for a mul by const. 2023-12-09 16:48:59 +01:00
Henrik Rydgård
99548be8a3 NEON culling: Use mla operations to shave off some more cycles. ARM32 compat. 2023-12-09 16:36:01 +01:00
Henrik Rydgård
6a7ef83f4b NEON-optimize the culling 2023-12-09 15:55:51 +01:00
Henrik Rydgård
5b44e25150 SSE-optimize the frustum culling 2023-12-09 15:55:51 +01:00
Henrik Rydgård
62c936babf Flip the cull plane data around to avoid transforming each vertex multiple times. 2023-12-09 15:55:51 +01:00
Henrik Rydgård
a043962447 World space planes 2023-12-09 15:55:51 +01:00
Henrik Rydgård
dbf796bb66 Fastcull: SSE/NEON-optimize 16-bit position conversion 2023-12-09 15:55:51 +01:00
Henrik Rydgård
89d8ef87ec Use a less accurate but faster frustum cull for the general draws. 2023-12-09 15:55:51 +01:00
Henrik Rydgård
0905b6a5ad Frustum-cull small draws
Some games do a poor job of culling stuff, and some transparent
sprites can be very expensive if they cause a copy.
Skipping them if outside the viewport makes sense in that case.

One example are the flame sprites in #17797 .

Additionally, we should be able to cull through-mode draws easily, this
one doesn't even try.
2023-12-09 15:55:51 +01:00
Henrik Rydgård
aec0606ba4 Optimize the bounding box code for more vertex formats 2023-11-26 13:40:37 +01:00
Henrik Rydgård
e4ea4831e9 Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
Henrik Rydgård
078018a943 Move the clockwise calculation out of DrawEngineCommon 2023-10-10 13:16:34 +02:00
Henrik Rydgård
82606b6eb2 Move the clockwise calculation out of the AddPrim loop 2023-10-10 13:00:57 +02:00