Commit Graph

375 Commits

Author SHA1 Message Date
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
f6aa86dfee Add a comment 2024-07-17 14:40:52 +02:00
Henrik Rydgård
138193a776 Add support for the EXT_provoking_vertex Vulkan extension, allowing us to skip software transform for this case. 2024-07-17 10:41:25 +02:00
Henrik Rydgård
3e11e54405 Remove obsolete flag 2024-05-11 10:00:35 +02:00
Henrik Rydgård
c0bc6446dd Improve assert, cleanup 2024-02-01 16:33:01 +01:00
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
b4fe03de8b Better solution, still pretty much optimal. 2024-01-10 18:14:59 +01:00
Henrik Rydgård
d0817c4c0a Vulkan: Fix trying to compare uninitialized parts of packed descriptors
Found by Valgrind.

Other minor cleanup, too.
2024-01-10 12:10:20 +01:00
Henrik Rydgård
61acce195c Avoid decoding indices when we don't need them. 2023-12-20 14:25:19 +01:00
Henrik Rydgård
f2da5dafd1 Use the universally supported Vulkan "565" 16-bit texture format
Previously mistakenly used the BGR format instead of the RGB.

Probably won't make much of a difference for anything, but may affect #17881
if my theory about it is correct.

Also minor cleanups.
2023-12-12 18:19:29 +01:00
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
f842f16fbe Inline "DecodeVertexToPushPool" for ease of change. 2023-10-12 11:58:49 +02:00
Henrik Rydgård
12a98baf59 Cleanups, make the various SubmitPrim implementations more similar 2023-10-12 11:58:48 +02:00
Henrik Rydgård
0ad2827e14 Vulkan: Fix synchronization when shutting the GPU down in-game. 2023-10-11 12:27:39 +02:00
Henrik Rydgård
183d49329a Allow writing directly into the packed descriptor buffer, saving a memcpy. 2023-10-11 11:02:17 +02:00
Henrik Rydgård
2ac14f555d Remove VulkanPushBuffer (keeping our newer replacement VulkanPushPool) 2023-10-11 09:06:24 +02:00
Henrik Rydgård
e4ea4831e9 Delete the vertex cache option from the code. 2023-10-10 15:43:43 +02:00
Henrik Rydgård
9c1c09ff5c Remove commented out code 2023-10-10 09:02:35 +02:00
Henrik Rydgård
ba4d1668ce Don't forget to update descCount in tess mode 2023-10-10 09:02:35 +02:00