Add a unit test that decodes every vertex format through both the step
functions and the JIT and requires identical output, side effects included.
Only skinning may differ by rounding, since arm64 accumulates the bone
matrices with fused multiply-adds.
What it found, and fixed:
- x86 morph colors rounded to nearest where the steps truncate, and applied
the scale before the weight, which rounds differently.
- x86 through-mode u16 UV bounds compared signed, so texcoords above 32767
scrambled the bounds for everyone running the x86 JIT.
- x86 morph sums could produce -0 where the steps produce +0.
- Step_NormalS16Morph scaled by 1/32768 twice, giving near-zero normals.
- Step_PosFloatThrough lost the truncation of Z to an integer that the JITs
and the vertex reader did before it moved into the decoder.
- SetVertexType never reset skinInDecode.
Co-Authored-By: Claude Opus 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]>
This enables a behavior seen on the real PSP where 0 * NaN == 0 in the
GPU (NOTE: This means the vertex transform pipeline).
However, this
doesn't touch INFs unfortunately, and we need to modify those too...
This, together with #21715, finally fixes#20204 .
The missing function is mainly used in D3D11, which can be used on
Windows for ARM64. It's not necesssary for the other backends, which is
why it used to be missing in the ARM64 vertex decoder.
Also fix a minor memory leak in AtracCtx2.
This can have devastating effects on performance on some architectures.
Will help, but not fix, #20171 on some hardware (there's more
optimization work that needs doing).
Turns out these were needed after all. For some reason, on Windows and
Mac, <algorithm> gets auto-included by something else so I don't notice
when it's missing, and MSVC's include dependency tracker doesn't see it
either.
Unfortunately the ub (undefined behavior) sanitizer has some bugs, it doesn't
understand pointers to member functions, so can't use it in-game (due to the
vertex decoder).
Thanks Nemoumbra for the reminder.
* 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