mirror of
https://github.com/hrydgard/ppsspp.git
synced 2026-10-01 14:58:14 +00:00
Some GPU code cleanup. Disable some unnecessary reporting.
This commit is contained in:
1 parent
99054b59bf
commit
4cfafb4605
2 files changed
+9
-17
No files matched your search
@@ -260,10 +260,9 @@ SamplerCacheKey TextureCacheCommon::GetFramebufferSamplingParams(u16 bufferWidth
|
||||
|
||||
// Kill any mipmapping settings.
|
||||
key.mipEnable = false;
|
||||
key.minFilt &= 1;
|
||||
key.mipFilt = 0;
|
||||
key.magFilt &= 1;
|
||||
key.mipFilt = false;
|
||||
key.aniso = 0.0;
|
||||
key.maxLevel = 0.0f;
|
||||
|
||||
// Often the framebuffer will not match the texture size. We'll wrap/clamp in the shader in that case.
|
||||
int w = gstate.getTextureWidth(0);
|
||||
|
||||
+7
-14
@@ -1584,7 +1584,7 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
||||
}
|
||||
|
||||
if (!Memory::IsValidAddress(gstate_c.vertexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
||||
ERROR_LOG(G3D, "Bad vertex address %08x!", gstate_c.vertexAddr);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -1594,18 +1594,12 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
||||
if ((vertexType & GE_VTYPE_IDX_MASK) != GE_VTYPE_IDX_NONE) {
|
||||
u32 indexAddr = gstate_c.indexAddr;
|
||||
if (!Memory::IsValidAddress(indexAddr)) {
|
||||
ERROR_LOG_REPORT(G3D, "Bad index address %08x!", indexAddr);
|
||||
ERROR_LOG(G3D, "Bad index address %08x!", indexAddr);
|
||||
return;
|
||||
}
|
||||
inds = Memory::GetPointerUnchecked(indexAddr);
|
||||
}
|
||||
|
||||
#ifndef MOBILE_DEVICE
|
||||
if (prim > GE_PRIM_RECTANGLES) {
|
||||
ERROR_LOG_REPORT_ONCE(reportPrim, G3D, "Unexpected prim type: %d", prim);
|
||||
}
|
||||
#endif
|
||||
|
||||
if (gstate_c.dirty & DIRTY_VERTEXSHADER_STATE) {
|
||||
vertexCost_ = EstimatePerVertexCost();
|
||||
}
|
||||
@@ -1631,9 +1625,8 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
||||
|
||||
// Optimized submission of sequences of PRIM. Allows us to avoid going through all the mess
|
||||
// above for each one. This can be expanded to support additional games that intersperse
|
||||
// PRIM commands with other commands. A special case that might be interesting is that game
|
||||
// that changes culling mode between each prim, we could just change the triangle winding
|
||||
// right here to still be able to join draw calls.
|
||||
// PRIM commands with other commands. A special case is Earth Defence Force 2 that changes culling mode
|
||||
// between each prim, we just change the triangle winding right here to still be able to join draw calls.
|
||||
|
||||
uint32_t vtypeCheckMask = ~GE_VTYPE_WEIGHTCOUNT_MASK;
|
||||
if (!g_Config.bSoftwareSkinning)
|
||||
@@ -1680,11 +1673,11 @@ void GPUCommon::Execute_Prim(u32 op, u32 diff) {
|
||||
break;
|
||||
}
|
||||
case GE_CMD_VADDR:
|
||||
gstate.cmdmem[data >> 24] = data;
|
||||
gstate.cmdmem[GE_CMD_VADDR] = data;
|
||||
gstate_c.vertexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
|
||||
break;
|
||||
case GE_CMD_IADDR:
|
||||
gstate.cmdmem[data >> 24] = data;
|
||||
gstate.cmdmem[GE_CMD_IADDR] = data;
|
||||
gstate_c.indexAddr = gstate_c.getRelativeAddress(data & 0x00FFFFFF);
|
||||
break;
|
||||
case GE_CMD_OFFSETADDR:
|
||||
@@ -2351,7 +2344,7 @@ void GPUCommon::FastLoadBoneMatrix(u32 target) {
|
||||
const int num = gstate.boneMatrixNumber & 0x7F;
|
||||
const int mtxNum = num / 12;
|
||||
uint32_t uniformsToDirty = DIRTY_BONEMATRIX0 << mtxNum;
|
||||
if ((num - 12 * mtxNum) != 0) {
|
||||
if (num != 12 * mtxNum) {
|
||||
uniformsToDirty |= DIRTY_BONEMATRIX0 << ((mtxNum + 1) & 7);
|
||||
}
|
||||
|
||||
|
||||
Reference in new issue
Block a user