Henrik Rydgård
cd35252400
DrawEngine; Convert strip sequences in a tight loop
2023-10-06 16:25:13 +02:00
Henrik Rydgård
4d95250052
Optimize further
2023-10-03 11:01:37 +02:00
Henrik Rydgård
0260aebc26
Implement fast-path for merging non-indexed draws quickly.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
1c49d5718c
Add an offset field that we'll need later
2023-10-03 11:01:37 +02:00
Henrik Rydgård
92ffef2626
Remove some state from IndexGenerator, fix bugs. Mostly works except vertex cache.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
9b411af1f5
It's running.
2023-10-03 11:01:37 +02:00
Henrik Rydgård
10f93875c6
Fix the semantics of DenseHashMap to be consistent even when inserting nulls
2023-09-11 12:07:18 +02:00
Unknown W. Brackets
622c69dbb9
x86jit: Expose option to select new IR based jit.
2023-08-20 22:28:54 -07:00
Henrik Rydgård
ebfd76d742
Add back the self-render check that kept Ridge Racer working.
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This hack was removed in #17838
2023-08-08 15:42:52 +02:00
Henrik Rydgård
5ed4b532b7
Micro-optimize SubmitPrim, remove outdated mitigation
2023-08-02 19:14:32 +02:00
Henrik Rydgård
1475fcb065
Fix a comment
2023-08-01 00:28:54 +02:00
Henrik Rydgård
061131ec8a
Cache planes used for BBOX culling
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This isn't a huge performance boost for the games that use BBOX (like
Tekken), but it'll be more valuable if we start using soft culling more
widely automatically, see #17808
2023-07-30 14:42:22 +02:00
Henrik Rydgård
77da36c03f
SSE addstrip: Add the early-outs.
2023-06-13 11:47:53 +02:00
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
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Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00
Henrik Rydgård
01cea7f088
Pass uvScale in as an argument to the vertex decoder
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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
f5516d3248
Actually switch away from XXH to a custom hash, to de-risk
2023-06-12 14:24:20 +02:00
Henrik Rydgård
468757b93a
Add comment about possible UV scale/offset bug. Move loop-max to local.
2023-06-12 13:16:14 +02:00
Henrik Rydgård
186b0f105c
Simplify the vertex cache ID handling
2023-06-12 13:16:13 +02:00
Henrik Rydgård
80e47b7bd3
Only dirty the uniform UVSCALEOFFSET when really needed
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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
Henrik Rydgård
f16f879b41
Some renaming to follow the standard of appending _ to member vars
2023-05-23 18:00:50 +02:00
Henrik Rydgård
d51d1413a3
DrawEngineCommon: Rename decoded to decoded_
2023-05-23 16:46:43 +02:00
Henrik Rydgård
0e2fb13c61
Make sure we never end up with a null vertex decoder.
2023-05-03 22:22:54 +02:00
Henrik Rydgård
16b243b007
Centralize allocation of vertex decode buffers
2023-04-24 12:11:58 +02:00
Unknown W. Brackets
9c21184352
vertexjit: Simplify CPU core check.
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This also avoids allocating the memory we won't use if it's off.
2023-02-28 07:03:12 -08:00
Henrik Rydgård
e1a48d74c4
A bit more GetPointer cleanup.
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Probably not worth it for performance reasons, but some semantic cleanup
is good, especially the accidental GetPointer -> writable casts without
using GetPointerWrite.
Using Unchecked on already checked pointers, or when we'd crash anyway
if it returned nullptr, is good for clarity.
2023-01-10 12:13:47 +01:00