When overriding skinning in sw transform mode, don't write/restore member variables

This commit is contained in:
Henrik Rydgård committed 2024-12-17 18:52:49 +01:00
1 parent 20ecbfdf57
commit abb2558535
10 files changed
+61 -43

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+7 -1
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@@ -133,7 +133,6 @@ void DrawEngineCommon::NotifyConfigChanged() {
useHWTransform_ = g_Config.bHardwareTransform;
useHWTessellation_ = UpdateUseHWTessellation(g_Config.bHardwareTessellation);
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr, int lowerBound, int upperBound, u32 vertType, int *vertexSize) {
@@ -1038,7 +1037,14 @@ bool DrawEngineCommon::SubmitPrim(const void *verts, const void *inds, GEPrimiti
return true;
}
void DrawEngineCommon::BeginFrame() {
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
void DrawEngineCommon::DecodeVerts(VertexDecoder *dec, u8 *dest) {
if (!numDrawVerts_) {
return;
}
// Note that this should be able to continue a partial decode - we don't necessarily start from zero here (although we do most of the time).
int i = decodeVertsCounter_;
int stride = (int)dec->GetDecVtxFmt().stride;
+2
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@@ -77,6 +77,8 @@ public:
void Init();
virtual void BeginFrame();
void SetGPUCommon(GPUCommon *gpuCommon) {
gpuCommon_ = gpuCommon;
}
+13 -9
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@@ -239,6 +239,8 @@ ID3D11InputLayout *DrawEngineD3D11::SetupDecFmtForDraw(D3D11VertexShader *vshade
}
void DrawEngineD3D11::BeginFrame() {
DrawEngineCommon::BeginFrame();
pushVerts_->Reset();
pushInds_->Reset();
@@ -346,12 +348,15 @@ void DrawEngineD3D11::Flush() {
}
} else {
PROFILE_THIS_SCOPE("soft");
if (!applySkinInDecode_) {
applySkinInDecode_ = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
VertexDecoder *swDec = dec_;
if (swDec->nweights != 0) {
u32 withSkinning = lastVType_ | (1 << 26);
if (withSkinning != lastVType_) {
swDec = GetVertexDecoder(withSkinning);
}
}
DecodeVerts(dec_, decoded_);
DecodeVerts(swDec, decoded_);
int vertexCount = DecodeInds();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
@@ -400,7 +405,7 @@ void DrawEngineD3D11::Flush() {
const Lin::Vec3 scale(gstate_c.vpWidthScale, -gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight < 0, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
swTransform.Transform(prim, swDec->VertexType(), swDec->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
@@ -416,7 +421,7 @@ void DrawEngineD3D11::Flush() {
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
swTransform.BuildDrawingParams(prim, vertexCount, swDec->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
@@ -425,7 +430,7 @@ void DrawEngineD3D11::Flush() {
if (result.action == SW_DRAW_INDEXED) {
D3D11VertexShader *vshader;
D3D11FragmentShader *fshader;
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
shaderManager_->GetShaders(prim, swDec, &vshader, &fshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
context_->PSSetShader(fshader->GetShader(), nullptr, 0);
context_->VSSetShader(vshader->GetShader(), nullptr, 0);
shaderManager_->UpdateUniforms(framebufferManager_->UseBufferedRendering());
@@ -478,7 +483,6 @@ void DrawEngineD3D11::Flush() {
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
ResetAfterDrawInline();
+1 -1
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@@ -75,7 +75,7 @@ public:
void InitDeviceObjects();
void DestroyDeviceObjects();
void BeginFrame();
void BeginFrame() override;
void Flush() override;
+11 -9
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@@ -219,6 +219,7 @@ static uint32_t SwapRB(uint32_t c) {
}
void DrawEngineDX9::BeginFrame() {
DrawEngineCommon::BeginFrame();
lastRenderStepId_ = -1;
}
@@ -301,12 +302,14 @@ void DrawEngineDX9::Flush() {
}
}
} else {
if (!applySkinInDecode_) {
applySkinInDecode_ = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
VertexDecoder *swDec = dec_;
if (swDec->nweights != 0) {
u32 withSkinning = lastVType_ | (1 << 26);
if (withSkinning != lastVType_) {
swDec = GetVertexDecoder(withSkinning);
}
}
DecodeVerts(dec_, decoded_);
DecodeVerts(swDec, decoded_);
int vertexCount = DecodeInds();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
@@ -361,7 +364,7 @@ void DrawEngineDX9::Flush() {
const Lin::Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight > 0, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
swTransform.Transform(prim, swDec->VertexType(), swDec->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
@@ -376,13 +379,13 @@ void DrawEngineDX9::Flush() {
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
swTransform.BuildDrawingParams(prim, vertexCount, swDec->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
ApplyDrawStateLate();
VSShader *vshader = shaderManager_->ApplyShader(false, false, dec_, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
VSShader *vshader = shaderManager_->ApplyShader(false, false, swDec, decOptions_.expandAllWeightsToFloat, true, pipelineState_);
if (result.action == SW_DRAW_INDEXED) {
if (result.setStencil) {
@@ -414,7 +417,6 @@ void DrawEngineDX9::Flush() {
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, clearColor);
}
}
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
ResetAfterDrawInline();
+1 -1
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@@ -65,7 +65,7 @@ public:
void InitDeviceObjects();
void DestroyDeviceObjects();
void BeginFrame();
void BeginFrame() override;
// So that this can be inlined
void Flush() override;
+11 -8
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@@ -147,6 +147,8 @@ void DrawEngineGLES::ClearInputLayoutMap() {
}
void DrawEngineGLES::BeginFrame() {
DrawEngineCommon::BeginFrame();
FrameData &frameData = frameData_[render_->GetCurFrame()];
frameData.pushIndex->Begin();
frameData.pushVertex->Begin();
@@ -328,12 +330,14 @@ void DrawEngineGLES::Flush() {
}
} else {
PROFILE_THIS_SCOPE("soft");
if (!applySkinInDecode_) {
applySkinInDecode_ = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
VertexDecoder *swDec = dec_;
if (swDec->nweights != 0) {
u32 withSkinning = lastVType_ | (1 << 26);
if (withSkinning != lastVType_) {
swDec = GetVertexDecoder(withSkinning);
}
}
DecodeVerts(dec_, decoded_);
DecodeVerts(swDec, decoded_);
int vertexCount = DecodeInds();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
@@ -387,7 +391,7 @@ void DrawEngineGLES::Flush() {
const bool invertedY = gstate_c.vpHeight * (params.flippedY ? 1.0 : -1.0f) < 0;
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, invertedY, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
swTransform.Transform(prim, swDec->VertexType(), swDec->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
@@ -403,7 +407,7 @@ void DrawEngineGLES::Flush() {
ApplyDrawState(prim);
if (result.action == SW_NOT_READY)
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
swTransform.BuildDrawingParams(prim, vertexCount, swDec->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
if (result.setSafeSize)
framebufferManager_->SetSafeSize(result.safeWidth, result.safeHeight);
@@ -447,7 +451,6 @@ void DrawEngineGLES::Flush() {
}
gstate_c.Dirty(DIRTY_BLEND_STATE); // Make sure the color mask gets re-applied.
}
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
bail:
+1 -1
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@@ -81,7 +81,7 @@ public:
void ClearTrackedVertexArrays() override {}
void BeginFrame();
void BeginFrame() override;
void EndFrame();
// So that this can be inlined
+13 -12
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@@ -164,6 +164,8 @@ void DrawEngineVulkan::DeviceRestore(Draw::DrawContext *draw) {
}
void DrawEngineVulkan::BeginFrame() {
DrawEngineCommon::BeginFrame();
lastPipeline_ = nullptr;
// These will be re-bound if needed, let's not let old bindings linger around too long.
@@ -381,15 +383,16 @@ void DrawEngineVulkan::Flush() {
}
} else {
PROFILE_THIS_SCOPE("soft");
if (!applySkinInDecode_) {
applySkinInDecode_ = true;
lastVType_ |= (1 << 26);
dec_ = GetVertexDecoder(lastVType_);
VertexDecoder *swDec = dec_;
if (swDec->nweights != 0) {
u32 withSkinning = lastVType_ | (1 << 26);
if (withSkinning != lastVType_) {
swDec = GetVertexDecoder(withSkinning);
}
}
int prevDecodedVerts = numDecodedVerts_;
DecodeVerts(dec_, decoded_);
DecodeVerts(swDec, decoded_);
int vertexCount = DecodeInds();
bool hasColor = (lastVType_ & GE_VTYPE_COL_MASK) != GE_VTYPE_COL_NONE;
@@ -445,7 +448,7 @@ void DrawEngineVulkan::Flush() {
const Lin::Vec3 scale(gstate_c.vpWidthScale, gstate_c.vpHeightScale, gstate_c.vpDepthScale * 0.5f);
swTransform.SetProjMatrix(gstate.projMatrix, gstate_c.vpWidth < 0, gstate_c.vpHeight < 0, trans, scale);
swTransform.Transform(prim, dec_->VertexType(), dec_->GetDecVtxFmt(), numDecodedVerts_, &result);
swTransform.Transform(prim, swDec->VertexType(), swDec->GetDecVtxFmt(), numDecodedVerts_, &result);
// Non-zero depth clears are unusual, but some drivers don't match drawn depth values to cleared values.
// Games sometimes expect exact matches (see #12626, for example) for equal comparisons.
if (result.action == SW_CLEAR && everUsedEqualDepth_ && gstate.isClearModeDepthMask() && result.depth > 0.0f && result.depth < 1.0f)
@@ -453,7 +456,7 @@ void DrawEngineVulkan::Flush() {
if (result.action == SW_NOT_READY) {
// decIndex_ here is always equal to inds currently, but it may not be in the future.
swTransform.BuildDrawingParams(prim, vertexCount, dec_->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
swTransform.BuildDrawingParams(prim, vertexCount, swDec->VertexType(), inds, RemainingIndices(inds), numDecodedVerts_, VERTEX_BUFFER_MAX, &result);
}
if (result.setSafeSize)
@@ -481,9 +484,9 @@ void DrawEngineVulkan::Flush() {
VulkanFragmentShader *fshader = nullptr;
VulkanGeometryShader *gshader = nullptr;
shaderManager_->GetShaders(prim, dec_, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
shaderManager_->GetShaders(prim, swDec, &vshader, &fshader, &gshader, pipelineState_, false, false, decOptions_.expandAllWeightsToFloat, true);
_dbg_assert_msg_(!vshader->UseHWTransform(), "Bad vshader");
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &dec_->decFmt, vshader, fshader, gshader, false, 0, framebufferManager_->GetMSAALevel(), false);
VulkanPipeline *pipeline = pipelineManager_->GetOrCreatePipeline(renderManager, pipelineLayout_, pipelineKey_, &swDec->decFmt, vshader, fshader, gshader, false, 0, framebufferManager_->GetMSAALevel(), false);
if (!pipeline || !pipeline->pipeline) {
// Already logged, let's bail out.
ResetAfterDraw();
@@ -564,7 +567,6 @@ void DrawEngineVulkan::Flush() {
framebufferManager_->ApplyClearToMemory(scissorX1, scissorY1, scissorX2, scissorY2, result.color);
}
}
applySkinInDecode_ = g_Config.bSoftwareSkinning;
}
ResetAfterDrawInline();
@@ -582,7 +584,6 @@ void DrawEngineVulkan::ResetAfterDraw() {
vertexCountInDrawCalls_ = 0;
decodeIndsCounter_ = 0;
decodeVertsCounter_ = 0;
applySkinInDecode_ = g_Config.bSoftwareSkinning;
gstate_c.vertexFullAlpha = true;
}
+1 -1
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@@ -136,7 +136,7 @@ public:
return pipelineLayout_;
}
void BeginFrame();
void BeginFrame() override;
void EndFrame();
void DirtyAllUBOs();