Commit Graph

100 Commits

Author SHA1 Message Date
Henrik Rydgård
e1a48d74c4 A bit more GetPointer cleanup.
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
Unknown W. Brackets
6e8aad727b GPU: Prevent GE_PRIM_INVALID on flush.
Wasn't enough to set prim temporarily here.
2022-12-18 07:23:58 -08:00
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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
e6f0f84a45 SSE optimize Float4ToUint8x4, some uses 2022-12-01 16:32:23 +01:00
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527947fd81 GPU: Correct softgpu curve issue. 2022-11-06 09:06:07 -08:00
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6c36f03a0d GPU: Purify vertTypeIsSkinningEnabled(). 2022-11-06 08:40:54 -08:00
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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
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a5d3af9cb0 GPU: Cleanup GetVertTypeID() usage. 2022-11-06 08:01:57 -08:00
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add2edcab8 VR: Always pass the bounding box check.
Likely better to draw all objects, even if they wouldn't have been on
screen, for VR purposes.
2022-10-22 16:52:02 -07:00
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261f1e13db GPU: Account for scissor/viewport in bound test.
The bounding box check doesn't check against viewport (which the PSP
generally doesn't clip against), but instead checks against the scissor.

If the scissor doesn't fit inside the offset 4096x4096 box, that direction
is cannot fail the test.
2022-10-22 16:52:02 -07:00
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93ee82d84f GPU: Respect depth clamp in bounding box check.
Although, logically, this feels reversed - it rejects the point if it's
outside positive Z, which would clamp.  This matches PSP tests.
2022-10-22 16:05:30 -07:00
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8b80c5fb28 GPU: Allow/use indices in bounding box check.
Not sure any games actually use this, but it's supported.
2022-10-22 16:05:29 -07:00
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6ddf22487b GPU: Correct bounding box for larger counts.
Matches tests on a PSP with float/transform format.
2022-10-22 16:05:29 -07:00
Henrik Rydgård
30aa07b156 Two more renames to make things read better 2022-10-17 08:47:05 +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
Henrik Rydgård
e538f5a441 Better bit scrambling when computing draw call IDs for vertex cache.
Fixes #13324
2022-09-27 10:09:52 +02:00
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9f84cde062 GPU: Fix crash on imm vert triangles.
Was crashing because the frag and vert shaders didn't match up.
2022-09-18 06:16:26 -07:00
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6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
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596b07bd2e softgpu: Support fog and color1 on imm verts. 2022-09-18 06:16:26 -07:00
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35ba01e01f softgpu: Refactor imm draws to bypass vert read. 2022-09-18 06:16:25 -07:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
ed8c4e8758 Remove the assembly implementation of 4x4 matrix mul, in favor of intrinsics. 2022-09-05 10:33:05 +02:00
Henrik Rydgård
c9048c3748 Shrink the DeferredDrawcall struct, because why not. Assorted cleanup 2022-09-01 11:59:33 +02:00
Henrik Rydgård
f228de76ef Fix OpenGL bug when framebuffer fetch is available. Add two new stats. 2022-08-29 15:39:29 +02:00