Commit graph

193 commits

Author SHA1 Message Date
Unknown W. Brackets
d6a59be012 softgpu: Respect negate normal flag without norm.
Per tests, Z is still negated even when using the previous normal value.
2022-10-20 23:09:48 -07:00
Unknown W. Brackets
1931fa2f5f softgpu: Make triangle fan rect detection generic. 2022-10-16 16:01:09 -07:00
Unknown W. Brackets
77696573f4 GE Debugger: Correct rounded coords in vertex list.
Were previously rounding to pixel, not subpixel.  Also, show out of range
values for clarity on clamping/culling.
2022-09-30 00:19:21 -07:00
Unknown W. Brackets
faa6c2d461 softgpu: Implement triangle texture projection. 2022-09-26 18:12:20 -07:00
Unknown W. Brackets
6282f8b05f softgpu: Expand texture coords to include q.
We'll need this to correctly project.
2022-09-26 17:13:14 -07:00
Unknown W. Brackets
8376176b2f softgpu: Split clippos out of rasterization vert.
We don't use it, except w, at all in rasterization, so no need to keep it
in the bin queue.
2022-09-26 16:50:40 -07:00
Unknown W. Brackets
34a8056017 GPU: Correct normalized zero normal proj map.
Unlike lighting, this does not use 0, 0, 1.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
b3c0f177e2 softgpu: Save last tc/normal in vertex reading.
Matches PSP behavior, reusing last set values.
2022-09-26 15:11:11 -07:00
Unknown W. Brackets
444781c7b0 softgpu: Fix triangle strip with partial rects.
Seen in Wild Arms XF shop menu.
2022-09-24 18:55:45 -07:00
Unknown W. Brackets
88b3b26ed3 softgpu: Cache reused indexed verts.
This happens a lot for spline/bezier, so can significantly speed up curve
heavy scenes.  Isn't necessarily that common otherwise, though.
2022-09-22 18:27:59 -07:00
Unknown W. Brackets
067fac6817 softgpu: Skip matrix multiply for fog factor calc.
We can just use a dot product instead, and always skip viewpos.
2022-09-22 18:19:53 -07:00
Unknown W. Brackets
84a3f6de71 softgpu: Remove unnecessary state param.
Oops, meant to remove this when refactoring imm prims.
2022-09-22 18:18:49 -07:00
Unknown W. Brackets
fc39f042ae softgpu: Avoid unnecessary flushing for curves.
We don't need to flush all drawing between curves in softgpu, let them
queue up.
2022-09-22 00:08:38 -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
97002692c4 softgpu: Correct secondary color on imm verts.
Only with through set, and we have to ignore position.
2022-09-18 06:16:26 -07:00
Unknown W. Brackets
6877ff1af2 softgpu: Fix state/continuation for imm prims. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets
596b07bd2e softgpu: Support fog and color1 on imm verts. 2022-09-18 06:16:26 -07:00
Unknown W. Brackets
35ba01e01f softgpu: Refactor imm draws to bypass vert read. 2022-09-18 06:16:25 -07:00
Unknown W. Brackets
799a9ae95b softgpu: Simplify vertex reading. 2022-09-18 06:16:25 -07:00
Unknown W. Brackets
de080e2594 softgpu: Simplify vertex range culling.
The previous logic was harder to understand and easier to get wrong.
Just drop them when clipping the primitive.
2022-09-18 06:16:25 -07:00
Unknown W. Brackets
028a341cc8 softgpu: Explicitly flush on sync and output.
We could in theory skip flush on FinishDeferred, and allow some CPU/GPU
overlap.  If we did, we'd still want to flush at these times.
2022-09-18 06:16:25 -07:00
Henrik Rydgård
2791ab3226
Merge pull request #16011 from unknownbrackets/softgpu-rect
Detect more triangles as rectangles in softgpu
2022-09-12 08:35:13 +02:00
Unknown W. Brackets
151727ee01 softgpu: Detect longer strips of rectangles.
Could maybe even combine these into one large rectangle, but the main
benefit is avoiding triangles.
2022-09-11 22:39:32 -07:00
Unknown W. Brackets
288d18447d softgpu: Detect full triangles as rectangles.
Seen in a dump from Infected, improves FPS ~25% there.
2022-09-11 22:39:32 -07:00
Unknown W. Brackets
ce4fee7373 softgpu: Refactor triangle cull processing. 2022-09-11 22:39:32 -07:00
Unknown W. Brackets
8a6e8066bf softgpu: Store vertex colors as packed RGBA8.
No need to keep it expanded at 4x the space for both colors.
2022-09-11 18:41:06 -07:00
Unknown W. Brackets
8c55e18ea8 softgpu: Switch vert continue buffer to members.
Better this than static.  May be easier to handle imm prims correctly.
2022-09-11 08:54:34 -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
f274267143 GPU: Allow usage of texturing in immediate verts.
And respect the other flags that I can reproduce working in a test.
I can't seem to get the fog to work at all, or the shading mode, or the
secondary color.  Maybe depends on other flags or bits in other regs...
2022-09-06 22:20:45 -07:00
Unknown W. Brackets
88e8f95293 softgpu: Flush on transfer to pending tex read.
Potentially could use these for self-render, but so far we should be
detecting that so leaving it alone.
2022-08-20 23:22:21 -07:00
Unknown W. Brackets
daaf448d22 GE Debugger: Fix crash on 0 count prim. 2022-08-14 16:17:04 -07:00
Unknown W. Brackets
482dbb66ea softgpu: Ensure TCs are initialized.
Even if they're not read, we want consistent behavior.
2022-08-12 23:58:57 -07:00
Unknown W. Brackets
49b98de97a softgpu: Correct bad munmap() size. 2022-08-12 23:48:25 -07:00
Henrik Rydgård
e6403d7157 Split GetPointer into two versions, to help with const correctness 2022-07-24 13:26:19 +02:00
Unknown W. Brackets
6737d69f0a softgpu: Cleanup some now unused state. 2022-02-20 09:19:48 -08:00
Unknown W. Brackets
1bc3acf2ed softgpu: Use a const for subpixel screenpos factor. 2022-02-19 21:03:49 -08:00
Unknown W. Brackets
a66377fdf1 softgpu: Remove offset from screenpos.
This simplifies tighter calculations, and reduces the common magnitudes
we'll be dealing with.
2022-02-19 20:38:44 -08:00
Unknown W. Brackets
3d4c1548b6 softgpu: Allow tri -> rect in transform. 2022-02-12 12:03:55 -08:00
Unknown W. Brackets
259b10d42a softgpu: Turn more tri strips into rects.
This catches a common case in Valkyrie Profile.
Rotation is resolved by just always using tl/br.
2022-02-12 11:33:42 -08:00
Unknown W. Brackets
2381f355c2 softgpu: Combine tris to rects with ignored z too. 2022-02-12 11:33:36 -08:00
Unknown W. Brackets
2479d52202 Global: Reduce includes of common headers.
In many places, string, map, or Common.h were included but not needed.
2022-01-30 16:35:33 -08:00
Unknown W. Brackets
e82b54e4b6 softgpu: Cull no-pos and through s8 pos verts.
Seems like these just don't draw anything, ever.
2022-01-25 19:29:11 -08:00
Unknown W. Brackets
61e30e8f8b softgpu: Fix cull in throughmode.
Was only an issue for triangles used to draw rectangles, but caused our
test to fail.

Also move a test that was failing due to an outdated prx to passing.
2022-01-25 19:07:33 -08:00
Unknown W. Brackets
d74001f4fa softgpu: Reuse transform state. 2022-01-23 08:08:41 -08:00
Unknown W. Brackets
76f9103e97 softgpu: Add a table and initial dirty flags.
Not actually using the dirty flags to skip state, but have moved to
Execute_* functions and everything else like other graphics backends.
2022-01-23 08:08:40 -08:00
Unknown W. Brackets
eb95b99523 GE Debugger: Add option to auto flush.
This makes it easier to see what's happening in each draw.
2022-01-22 13:12:59 -08:00
Unknown W. Brackets
c0c3f7284a softgpu: Avoid flush texturing from stride.
This generally detects overlap more accurately using a dirty rectangles
approach.  Also detects render to self much more accurately, including
with depth.
2022-01-20 18:39:01 -08:00
Henrik Rydgård
128e2fa14e
Merge pull request #15318 from unknownbrackets/softgpu-opt
softgpu: Heuristic to avoid over-draining
2022-01-17 07:43:34 +01:00
Unknown W. Brackets
73c143c44c softgpu: Precompute some of screen space multiply.
This at least avoids the shifts and makes it easier to vectorize.
Only helps a little.
2022-01-16 21:31:53 -08:00
Unknown W. Brackets
31745110e8 softpu: Premultiply matrix transforms.
Where possible, we can skip some multiplies per vertex.
2022-01-16 21:31:52 -08:00