Commit Graph

86 Commits

Author SHA1 Message Date
Henrik Rydgård
d4703e9534 Decoded position format is always the same 2023-10-06 15:39:58 +02:00
Henrik Rydgård
bee2400230 Merge pull request #17769 from unknownbrackets/vertexjit-debug
Add compilation-enabled vertexjit compare tool
2023-07-24 09:39:52 +02:00
Unknown W. Brackets
b6f11d6dae GPU: Add a little tool to debug vertexjit.
Although it's too exacting right now, it still helps.
2023-07-23 14:28:45 -07:00
Unknown W. Brackets
312dcfc1c5 GPU: Correct UV scale for non-jit. 2023-07-23 14:25:43 -07:00
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
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
Unknown W. Brackets
df1bd64662 riscv: Add morph+skin to vertexjit. 2023-02-16 18:45:10 -08:00
Unknown W. Brackets
27e60a9f2e riscv: Sum weighted matrices in vertexjit.
Not yet doing pos/norm, so not used yet.
2023-02-16 18:32:58 -08:00
Unknown W. Brackets
219e0db4e5 riscv: Initial vertexjit. 2023-02-12 14:28:51 -08:00
Unknown W. Brackets
8d4007ce3f Vulkan: Force align verts to 4 on Apple devices. 2023-01-18 07:24:18 -08:00
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
a7b7bf7826 Global: Set many read-only params as const.
This makes what they do and which args to use clearer, if nothing else.
2022-12-10 21:13:36 -08:00
Henrik Rydgård
4ec1e2a175 Some minor initialization fixes, and one potential crash found by static analysis 2022-12-10 11:28:19 +01:00
Henrik Rydgård
e6f0f84a45 SSE optimize Float4ToUint8x4, some uses 2022-12-01 16:32:23 +01:00
Henrik Rydgård
d02f46cb27 Minor VertexReader optimizations 2022-12-01 16:00:47 +01:00
Henrik Rydgård
9bb0c91a75 Sneak in a minor software transform optimization 2022-11-28 11:10:50 +01:00
Unknown W. Brackets
7880eb15c1 softgpu: Always use software skinning.
There's only software skinning, after all.
2022-11-06 08:44:22 -08:00
Unknown W. Brackets
66472c39ce GPU: Use skinned position always in bounding check.
Meanwhile, move to a flag on decoder options instead of global check.
2022-11-06 08:23:31 -08:00
Unknown W. Brackets
519c90e049 GPU: Correct large morph vertex advance.
Can be 544 bytes per vertex.
2022-10-22 16:05:29 -07:00
Unknown W. Brackets
ca248e1201 softgpu: Fix s8 primitives in throughmode.
Also always cull no-position verts, hardware too.  Matches tests.
2022-09-18 07:46:18 -07:00
Unknown W. Brackets
4889d5285d vertexjit: Use consistent skinInDecode.
Just a little cleanup.
2022-09-10 21:54:04 -07:00
Unknown W. Brackets
7a83f8bab5 softgpu: Use vertType prim override for flags.
These parameters are a real shame, was so clean before...
2022-09-06 22:20:45 -07:00
Unknown W. Brackets
470d2f0f4e vertexjit: Remove unused ReadUV() cases. 2022-09-01 23:33:52 -07:00
Unknown W. Brackets
f2d5d668a5 vertexjit: Remove unused ReadPos() cases. 2022-09-01 23:33:52 -07:00