Commit Graph

175 Commits

Author SHA1 Message Date
Henrik Rydgård
85e6b4e592 Increment numFlushes near the other stat increments
Might be better for the cache, heh.
2023-01-04 17:10:56 +01:00
Henrik Rydgård
f069de2dd2 Pass the vertex decoder into the vertex shader IDs generator
Instead of just the vertex type.

This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.

This doesn't actually do that yet though, it's just a refactor that can
be done separately.

Part of #16567
2022-12-30 22:57:05 +01:00
Unknown W. Brackets
49f6c461ad Reporting: Fix some header includes.
Particularly in Common, avoid including Core/Reporting.h.
2022-12-27 14:58:20 -08:00
Unknown W. Brackets
e5dbdba638 GPU: Keep prevPrim_ set on flush.
For continuing previous verts, see #16612.  We still don't handle these
quite accurately (outside software rendering), but this should be better.
2022-12-18 07:14:19 -08:00
Unknown W. Brackets
f44852bb18 Global: Cleanup virtual/override specifiers.
Also missing virtual destructors, hidden non-overrides, etc.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
331d024a8c Add a flags parameter to InvalidateCachedState and rename it Invalidate.
Also rename the old InvalidationFlags enum to InvalidateCallbackFlags.
2022-12-01 19:15:38 +01:00
Henrik Rydgård
bdfde4cbac Implement the new screen sizing parameters 2022-11-27 16:16:04 +01:00
Henrik Rydgård
3dd45c6561 Can't forget the texture in the callback, breaks texture-from-framebuffer-copy.
Was probably redundant anyway.
2022-11-24 11:02:21 +01:00
Henrik Rydgård
70d1d8fa07 Replace the "GetCurrentStepId"-based state invalidation with callbacks 2022-11-24 10:52:42 +01:00
Unknown W. Brackets
70c3205564 GPU: Correct equal depth checks. 2022-11-09 20:34:29 -08:00
Unknown W. Brackets
1c0a37f252 GPU: Correct vertex decoder in software transform.
It was meant to flip to skin in decode.
2022-11-09 07:07:39 -08:00
Unknown W. Brackets
3333f2a5aa GPU: Avoid clears for non-simple depth values.
Some drivers don't round depth the same way for a clear vs for drawing,
which can cause mismatches.  We only do this if we see equals-style depth
comparison funcs used in drawing.
2022-11-08 20:06:08 -08:00
Unknown W. Brackets
3de2557ecb GPU: Always skin in decode for software transform. 2022-11-06 08:55:07 -08:00
Unknown W. Brackets
6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
Henrik Rydgård
7c5fc3ccb5 Reorder the GPU USE flags a bit 2022-10-17 19:55:11 +02:00
Henrik Rydgård
9b8a5d1db3 Rename GPU_SUPPORTS_ to GPU_USE_ 2022-10-17 08:47:03 +02:00
Henrik Rydgård
daca0b2109 Rename gstate_c.Supports to gstate_c.Use 2022-10-17 08:46:37 +02:00
Unknown W. Brackets
b9b59f7806 GPU: Mask away unused bits in framebuf/zbuf ptr.
Lower 4 bits are ignored during rendering, and mirrors (even even the 8
bit at the top) are ignored.
2022-10-02 20:44:35 -07:00
Unknown W. Brackets
a8eced4773 GLES: Avoid resizing tessellation data textures.
Just recreate when it needs to be larger.  Fixes Test Drive Unlimited
issues noted in #16069.
2022-09-21 23:30:00 -07:00
Henrik Rydgård
b84cda2876 Plumb the computed pipeline state into ComputeFragmentShaderID. 2022-09-02 22:16:57 +02:00
Henrik Rydgård
586da08820 Merge pull request #15895 from unknownbrackets/gpu-minor
GPU: Correct Draw2D::DeviceRestore()
2022-08-24 11:50:42 +02:00
Henrik Rydgård
eb2f12e64a Drive-by texture slot management cleanup 2022-08-24 10:22:58 +02:00
Unknown W. Brackets
7ec62a32b4 GPU: More consistently clear ptrs on DeviceLost().
Rather get a null pointer crash than confusing buggy use-after-free
excitement.
2022-08-23 20:15:30 -07:00
Unknown W. Brackets
b5a4843c1f GPU: Purify ConvertViewportAndScissor().
This makes it harder to misuse.  See #15856.
2022-08-20 14:21:11 -07:00
Unknown W. Brackets
d61619db47 GPU: Dirty params when converting viewport state.
This flag will be false when we convert next time, so parameters won't get
updated as expected.
2022-08-20 14:03:24 -07:00