* Rename LogType to Log
* Explicitly use the Log:: enum when logging. Allows for autocomplete when editing.
* Mac/ARM64 buildfix
* Do the same with the hle result log macros
* Rename the log names to mixed case while at it.
* iOS buildfix
* Qt buildfix attempt, ARM32 buildfix
Range culling (which we'll just call culling in the setting
name) still is problematic enough that it can be useful to have this
way to turn it off as an escape route. Since disabling it can break some
games like famously TOCA, it needs to be under speedhacks, though likely
the performance change is minimal.
See for example #17061
Some games do a poor job of culling stuff, and some transparent
sprites can be very expensive if they cause a copy.
Skipping them if outside the viewport makes sense in that case.
One example are the flame sprites in #17797 .
Additionally, we should be able to cull through-mode draws easily, this
one doesn't even try.
This is because we currently can't change these scales mid-decode, so we
need to break up the collection there. Note that this still won't cause
a full flush, just that the new extra-efficient tristrip merging can't go
through these commands.
Might be helpful to diagnose performance problems on user devices.
Additionally, moves the texture replacement controls to the top. They
should probably be moved somewhere else entirely...
See #17918
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
Accidentally disabled this in #17575
Helps #17797 but only on OpenGL on mobile. There's more to improve
there.
caps_.framebufferFetchSupported is now always set to false in Vulkan.
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.