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
Henrik Rydgård
af47ad035d
Also use the new descriptor mechanism for in-game
2023-10-10 09:00:29 +02:00
Henrik Rydgård
24409f6f94
Additional check fix
2023-10-09 21:15:17 +02:00