- 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 arm64 vertex JIT had no morph support (the table entries were commented
out), so every morphed format fell back to the step functions. Add the same
morph steps x86 has: texcoords (plain and prescaled), normals, positions and
the four color formats.
Each step sums its frames the way its step function does as compiled: fused
where that's plain C++, which the compiler turns into fused multiply-adds,
and separate multiply and add where it's CrossSIMD. The unit test confirms
they match bit for bit. Morph formats decode about 2.5-3x faster than with
the steps.
Co-Authored-By: Claude Opus 5 (1M context) <[email protected]>
Reported by Joseph on Discord.
Sometimes, things could align perfectly so allocations happend exactly
at the end of a pushbuffer. At the same time, we allow our vertex decoder to write an extra few
bytes if it needs to for speed. Unfortunately I missed this interaction,
resulting in some uncommon crashes that were especially common with
heavy-geometry things like modified GTA LCS with PS2 assets, for
example.
The problem was reported with Vulkan, but our OpenGL backend had the
same issue too.
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.
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
Cleaner than overwriting/restoring gstate_c.uvScale in the decoder
loop. A small cleanup I've been wanting to do for ages.
Expecting a negligble perf boost if any.
Instead of just the vertex type.
This will allow things like the vertex decoder supplying defaults, in
order to reduce the number of unique vertex shaders at the cost of
slightly larger vertex data.
This doesn't actually do that yet though, it's just a refactor that can
be done separately.
Part of #16567