Software transform expands each point, line and rectangle to four
vertices, and gave up on the whole draw when that didn't fit
VERTEX_BUFFER_MAX. Batching only counted input vertices, so a batch over
16384 points (or 32768 line or rectangle vertices) vanished silently,
whether it came from one PRIM or several merged ones. Count the expanded
vertices when batching, and submit a PRIM too big on its own in parts.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
- Flush before the queued draws would decode more than VERTEX_BUFFER_MAX
vertices. The batch was limited by index count, which doesn't bound a
sparse index range, and DecodeVerts silently stopped while DecodeInds
still emitted indices for the undecoded draws.
- Give TestBoundingBox its own scratch buffer. It used offsets in decoded_,
which can hold decoded vertices that aren't flushed yet.
- Read 32-bit indices the way the PSP does, ignoring the upper 16 bits.
IndexConverter and the fast bounding box test used all 32, so a game
setting them indexed far past the decoded vertices.
- D3D11: Flush in FinishDeferred like the other backends, since indices
are still read from PSP memory at flush time (#10095).
- Don't JIT new vertex decoders once the code space is full.
Co-Authored-By: Claude Opus 5.5 (1M context) <[email protected]>
The vertex decoder JIT was enabled only when g_Config.iCpuCore was one of the
JIT cores, which tied an unrelated GPU path to the CPU setting. Headless leaned
on that by forcing iCpuCore to the interpreter after ApplyToConfig(), to keep
the decoder JIT off in the tests.
Add CoreParameter::bUseVertexDecoderJit instead. Standalone and libretro set it
wherever the host can JIT, so IR interpreter users on such hosts now get the
decoder JIT too. Headless sets it false, which keeps the test results as they
were and lets --cpu go through ApplyToConfig() like every other option.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
corners and verts are carved out of decoded_ at fixed offsets 6*65536 bytes apart,
and NormalizeVertices fills corners with indexUpperBound - indexLowerBound + 1
SimpleVertex. The vertexCount > 1024 guard doesn't bound that: the index values come
from the game, so 1024 indices can span the full 16-bit range and run corners into
verts, making the cull decision from overwritten data. Bail on an index over 1024
and report visible - a bbox test that large isn't worth doing anyway.
CalculateDepthDraw guarded depthVertexCount_ with vertexCount, which is the
index count - but depthVertexCount_ grows by the number of decoded vertices,
which for an indexed draw can be far larger. Two draws with 6 indices spanning
40000 vertices each therefore passed the check and wrote ~700KB past the end of
depthTransformed_. It also never bounded depthIndexCount_ against depthIndices_
at all, which only has room for 3 indices per vertex slot while draws routinely
produce more. Pass the decoded count in separately and check both.
DepthRasterClipIndexedTriangles duplicated culling-disabled triangles twice: once
in the collect loop (added for Syphon Filter, #21498) and again in the output
stage, which was the older code and should have been removed then. So it emitted
four triangles per input triangle into buffers sized for one, and did twice the
rasterization work it needed to in that mode. Removed the output-stage copy, and
gave the function the output capacity so it stops when full - even at 2x, a
culling-disabled draw over ~32k indices doesn't fit.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01DCPmm7FoQUoqrbMdhfqhQ2
Previously, "Smart 2D texture filtering" was limited to through-mode
draws, but many games use fully transformed draws to do 2D elements.
An example of this is Outrun in the menus, and it's always been plagued by
horrible filtering artifacts.
With the improved Smart 2D texture filtering, the artifacts are gone!
Of course, instead of glitchy bilinear you instead get point sampled
texturing so it looks more pixellated, but no more ugly borders between letters
in the game.
Fixes#21776
Since only two games are known to need the cull-after-clip behavior
(previously known as inversion), we flag those and avoid unnecessary
soft clipping.
I had hoped to find a dynamic check that would work, but haven't managed
to figure out a good one yet.
This will improve performance a little bit in some other games since we
can avoid clipping in software at all in many cases.