Commit graph

2984 commits

Author SHA1 Message Date
Henrik Rydgård
be63ce3a4a Minor refactor allowing getting the GPU profile string outside games 2023-08-03 16:31:20 +02:00
Henrik Rydgård
a32249a3cf Move DebugOverlay rendering to the overlay screen, allowing drawing it on top of the menu 2023-08-03 16:19:18 +02:00
Henrik Rydgård
5ed4b532b7 Micro-optimize SubmitPrim, remove outdated mitigation 2023-08-02 19:14:32 +02:00
Henrik Rydgård
fc6879674e Refactor overlays into an enum 2023-08-02 13:03:04 +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
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
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
b041e712de riscv: Fix signed position bug in vertexjit. 2023-07-23 17:57:08 -07:00
Unknown W. Brackets
5cbad1982b riscv: Correct 565 morph mistake.
Observed ni Valkyria Chronicles 3.
2023-07-23 17:57:08 -07:00
Henrik Rydgård
da2b31e2cc
Merge pull request #17771 from unknownbrackets/riscv-vertexjit
Fix some silly mistakes in the RISC-V vertexjit
2023-07-23 23:57:04 +02:00
Henrik Rydgård
89d5f55893
Merge pull request #17768 from unknownbrackets/vertex-uvscale
GPU: Correct UV scale for non-jit vertices
2023-07-23 23:52:20 +02:00
Unknown W. Brackets
f1c90a6014 riscv: Fix skinning decode, morph and not.
Was transposed and using the wrong matrix when morphing.
2023-07-23 14:35:37 -07:00
Unknown W. Brackets
1790964ffe riscv: Fix vertexjit skinning, oops. 2023-07-23 14:35:37 -07:00
Unknown W. Brackets
311c78f26b GPU: Make the vertexjit diff smarter. 2023-07-23 14:28:45 -07:00
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
c1a290b41f ReplacedTexture: Bugfix D3D workaround log check 2023-07-23 22:06:06 +02:00
Henrik Rydgård
ace217008a In D3D11, force block compressed textures to have dimensions divisible by 4
Fixes #17745 (crash when loading certain texture packs in D3D11)

This is an old unfortunate limitation. Only applies to the top mip
level, which makes it obvious that it's kinda unnecessary for the
hardware and indeed, Vulkan and OpenGL don't have this limitation.
2023-07-20 19:44:00 +02:00
Henrik Rydgård
b4419a9146 Remove the old screen resolution popup thing 2023-07-16 17:05:26 +02:00
Henrik Rydgård
eb21a2e6c9 Break out the OSD data holder from Common/System/System.h, into OSD.cpp/h 2023-06-30 17:15:49 +02:00
Henrik Rydgård
7cc8c6cea4 OSD: Add semantics, move the the OSD state to common (while keeping the renderer in the UI). 2023-06-20 14:40:46 +02:00
Henrik Rydgård
def09bf575 Update the uvscale uniform a bit more conservatively on framebuffer changes
Plus fixes a few minor oversights

Fixes #17581 and possibly #17522
2023-06-15 11:57:30 +02:00
Henrik Rydgård
6d8069dfd1 Vulkan: Remove the remains of the input attachment experiment
Haven't been using these for a while.

I've come to the conclusion here that I think it's better to try to
deal with the issues using safe workarounds like copies, instead of
relying on features with somewhat iffy driver support that are not
universal across APIs anyway.
2023-06-13 20:46:27 +02:00
Henrik Rydgård
df7bd89b7d Division->shift. since it's a signed integer, gets rid of a cdq instruction. 2023-06-13 11:57:28 +02:00
Henrik Rydgård
0eb3702ecb Then add the early-outs for NEON too. 2023-06-13 11:48:04 +02:00
Henrik Rydgård
9647872a09 Same for NEON, first the refactor... 2023-06-13 11:48:04 +02:00
Henrik Rydgård
77da36c03f SSE addstrip: Add the early-outs. 2023-06-13 11:47:53 +02:00
Henrik Rydgård
39034586a4 SSE: Refactor AddStrip to prepare for early out 2023-06-13 11:45:59 +02:00
Henrik Rydgård
22632b82bd
Merge pull request #17565 from hrydgard/breakout-vcache-vulkan
Vulkan: Breakout the vertex cache logic from DoFlush()
2023-06-13 09:56:52 +02:00
Henrik Rydgård
963ca50ba7
Merge pull request #17567 from hrydgard/uvscale-as-argument
Pass uvScale in as a fourth argument to the vertex decoder
2023-06-13 09:49:31 +02:00
Henrik Rydgård
cdcf3b272e ARM64: Optimize saved registers in vertex decoder.
Simplify away some arrays with unused elements
2023-06-13 00:26:38 +02:00
Henrik Rydgård
4af6fac726 Nop-align the ARM and ARM64 loops too. Many CPUs benefit somewhat from hot loops being 16-byte aligned. 2023-06-13 00:05:48 +02:00
Henrik Rydgård
5ae9c9c64e
Merge pull request #17568 from hrydgard/extract-some-changes
Extract some minor changes from #17497
2023-06-12 23:38:14 +02:00
Henrik Rydgård
c4e44d66b0 x86/x64: Nop-align the main loop of vertex decoder loops 2023-06-12 20:39:39 +02:00
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
880379c15d Extract some minor changes from #17497 2023-06-12 20:20:06 +02:00
Henrik Rydgård
d957f6b0be Of course got the check backwards 2023-06-12 19:45:34 +02:00
Henrik Rydgård
1a1462ecb0 x86 buildfix, warning fix 2023-06-12 17:46:57 +02:00
Henrik Rydgård
c9aa3479a4 Make vertexFullAlpha-in-register work the same as on ARM. 2023-06-12 16:08:14 +02:00
Henrik Rydgård
a164f77f47 VertexDecoderX86 (64-bit only): Avoid a memory access per loop iteration for alpha 2023-06-12 15:58:55 +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
e9e95d23ce VulkanDebug log fix, reduce log spam 2023-05-30 18:32:33 +02:00
Henrik Rydgård
49ecc01556 Fix image leak bug when pausing and we're just displaying a framebuffer in memory 2023-05-30 18:29:50 +02:00
Henrik Rydgård
7c4b9bac90 Cache textures created by MakePixelsTexture and reuse where appropriate. 2023-05-30 14:07:44 +02:00
Henrik Rydgård
ea552bc573 Add a new GPU stat (DrawPixels), kinda heavy since creates textures. GoW does 20-ish per frame. 2023-05-30 10:15:34 +02:00
Henrik Rydgård
ad8827ae70 Cleanup, address feedback 2023-05-26 10:28:10 +02:00
Henrik Rydgård
6cee08c74f Post-processing: Fix using limited UV ranges when there's a single upscaling filter in the chain.
Fixes #17499
2023-05-26 09:48:51 +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