Merge pull request #10255 from Pokechu22/sw-zfreeze
Software: Fix zfreeze with CullMode::All
This commit is contained in:
commit
c5c4169bc8
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@ -91,8 +91,6 @@ const Info<int> GFX_SHADER_PRECOMPILER_THREADS{
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const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE{
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{System::GFX, "Settings", "SaveTextureCacheToState"}, true};
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const Info<bool> GFX_SW_ZCOMPLOC{{System::GFX, "Settings", "SWZComploc"}, true};
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const Info<bool> GFX_SW_ZFREEZE{{System::GFX, "Settings", "SWZFreeze"}, true};
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const Info<bool> GFX_SW_DUMP_OBJECTS{{System::GFX, "Settings", "SWDumpObjects"}, false};
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const Info<bool> GFX_SW_DUMP_TEV_STAGES{{System::GFX, "Settings", "SWDumpTevStages"}, false};
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const Info<bool> GFX_SW_DUMP_TEV_TEX_FETCHES{{System::GFX, "Settings", "SWDumpTevTexFetches"},
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@ -73,8 +73,6 @@ extern const Info<int> GFX_SHADER_COMPILER_THREADS;
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extern const Info<int> GFX_SHADER_PRECOMPILER_THREADS;
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extern const Info<bool> GFX_SAVE_TEXTURE_CACHE_TO_STATE;
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extern const Info<bool> GFX_SW_ZCOMPLOC;
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extern const Info<bool> GFX_SW_ZFREEZE;
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extern const Info<bool> GFX_SW_DUMP_OBJECTS;
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extern const Info<bool> GFX_SW_DUMP_TEV_STAGES;
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extern const Info<bool> GFX_SW_DUMP_TEV_TEX_FETCHES;
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@ -289,10 +289,42 @@ void ProcessTriangle(OutputVertexData* v0, OutputVertexData* v1, OutputVertexDat
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{
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INCSTAT(g_stats.this_frame.num_triangles_in)
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bool backface;
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if (!CullTest(v0, v1, v2, backface))
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if (IsTriviallyRejected(v0, v1, v2))
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{
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INCSTAT(g_stats.this_frame.num_triangles_rejected)
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// NOTE: The slope used by zfreeze shouldn't be updated if the triangle is
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// trivially rejected during clipping
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return;
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}
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bool backface = IsBackface(v0, v1, v2);
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if (!backface)
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{
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if (bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All)
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{
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// cull frontfacing - we still need to update the slope for zfreeze
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PerspectiveDivide(v0);
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PerspectiveDivide(v1);
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PerspectiveDivide(v2);
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Rasterizer::UpdateZSlope(v0, v1, v2);
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return;
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}
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}
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else
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{
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if (bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All)
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{
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// cull backfacing - we still need to update the slope for zfreeze
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PerspectiveDivide(v0);
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PerspectiveDivide(v2);
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PerspectiveDivide(v1);
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Rasterizer::UpdateZSlope(v0, v2, v1);
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return;
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}
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}
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int indices[NUM_INDICES] = {0, 1, 2, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG, SKIP_FLAG,
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@ -461,19 +493,18 @@ void ProcessPoint(OutputVertexData* center)
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Rasterizer::DrawTriangleFrontFace(&ur, &lr, &ul);
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}
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bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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bool& backface)
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bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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int mask = CalcClipMask(v0);
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mask &= CalcClipMask(v1);
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mask &= CalcClipMask(v2);
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if (mask)
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{
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INCSTAT(g_stats.this_frame.num_triangles_rejected)
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return false;
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}
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return mask != 0;
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}
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bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2)
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{
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float x0 = v0->projectedPosition.x;
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float x1 = v1->projectedPosition.x;
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float x2 = v2->projectedPosition.x;
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@ -486,29 +517,14 @@ bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const Outp
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float normalZDir = (x0 * w2 - x2 * w0) * y1 + (x2 * y0 - x0 * y2) * w1 + (y2 * w0 - y0 * w2) * x1;
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backface = normalZDir <= 0.0f;
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bool backface = normalZDir <= 0.0f;
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// Jimmie Johnson's Anything with an Engine has a positive viewport, while other games have a
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// negative viewport. The positive viewport does not require vertices to be vertically mirrored,
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// but the backface test does need to be inverted for things to be drawn.
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if (xfmem.viewport.ht > 0)
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backface = !backface;
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// TODO: Are these tests / the definition of backface above backwards?
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if ((bpmem.genMode.cullmode == CullMode::Back || bpmem.genMode.cullmode == CullMode::All) &&
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!backface) // cull frontfacing
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{
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return false;
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}
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if ((bpmem.genMode.cullmode == CullMode::Front || bpmem.genMode.cullmode == CullMode::All) &&
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backface) // cull backfacing
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{
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INCSTAT(g_stats.this_frame.num_triangles_culled)
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return false;
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}
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return true;
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return backface;
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}
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void PerspectiveDivide(OutputVertexData* vertex)
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@ -15,8 +15,10 @@ void ProcessLine(OutputVertexData* v0, OutputVertexData* v1);
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void ProcessPoint(OutputVertexData* v);
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bool CullTest(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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bool& backface);
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bool IsTriviallyRejected(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2);
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bool IsBackface(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2);
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void PerspectiveDivide(OutputVertexData* vertex);
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} // namespace Clipper
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@ -20,16 +20,82 @@ namespace Rasterizer
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{
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static constexpr int BLOCK_SIZE = 2;
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struct SlopeContext
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{
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SlopeContext(const OutputVertexData* v0, const OutputVertexData* v1, const OutputVertexData* v2,
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s32 x0, s32 y0)
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: x0(x0), y0(y0)
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{
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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xOff = ((float)x0 - v0->screenPosition.x) + adjust;
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yOff = ((float)y0 - v0->screenPosition.y) + adjust;
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dx10 = v1->screenPosition.x - v0->screenPosition.x;
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dx20 = v2->screenPosition.x - v0->screenPosition.x;
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dy10 = v1->screenPosition.y - v0->screenPosition.y;
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dy20 = v2->screenPosition.y - v0->screenPosition.y;
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}
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s32 x0;
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s32 y0;
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float xOff;
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float yOff;
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float dx10;
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float dx20;
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float dy10;
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float dy20;
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};
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struct Slope
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{
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Slope() = default;
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Slope(float f0, float f1, float f2, const SlopeContext& ctx) : f0(f0)
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{
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float delta_20 = f2 - f0;
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float delta_10 = f1 - f0;
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// x2 - x0 y1 - y0 x1 - x0 y2 - y0
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float a = delta_20 * ctx.dy10 - delta_10 * ctx.dy20;
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float b = ctx.dx20 * delta_10 - ctx.dx10 * delta_20;
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float c = ctx.dx20 * ctx.dy10 - ctx.dx10 * ctx.dy20;
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dfdx = a / c;
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dfdy = b / c;
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x0 = ctx.x0;
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y0 = ctx.y0;
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xOff = ctx.xOff;
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yOff = ctx.yOff;
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}
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// These default values are used in the unlikely case that zfreeze is enabled when drawing the
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// first primitive.
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// TODO: This is just a guess!
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float dfdx = 0.0f;
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float dfdy = 0.0f;
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float f0 = 1.0f;
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// Both an s32 value and a float value are used to minimize rounding error
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// TODO: is this really needed?
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s32 x0 = 0;
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s32 y0 = 0;
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float xOff = 0.0f;
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float yOff = 0.0f;
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float GetValue(s32 x, s32 y) const
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{
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float dx = xOff + (float)(x - x0);
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float dy = yOff + (float)(y - y0);
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return f0 + (dfdx * dx) + (dfdy * dy);
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}
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};
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static Slope ZSlope;
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static Slope WSlope;
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static Slope ColorSlopes[2][4];
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static Slope TexSlopes[8][3];
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static s32 vertex0X;
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static s32 vertex0Y;
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static float vertexOffsetX;
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static float vertexOffsetY;
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static Tev tev;
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static RasterBlock rasterBlock;
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@ -37,11 +103,9 @@ void Init()
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{
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tev.Init();
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// Set initial z reference plane in the unlikely case that zfreeze is enabled when drawing the
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// first primitive.
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// TODO: This is just a guess!
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ZSlope.dfdx = ZSlope.dfdy = 0.f;
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ZSlope.f0 = 1.f;
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// The other slopes are set each for each primitive drawn, but zfreeze means that the z slope
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// needs to be set to an (untested) default value.
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ZSlope = Slope();
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}
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// Returns approximation of log2(f) in s28.4
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@ -75,12 +139,9 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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INCSTAT(g_stats.this_frame.rasterized_pixels);
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float dx = vertexOffsetX + (float)(x - vertex0X);
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float dy = vertexOffsetY + (float)(y - vertex0Y);
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s32 z = (s32)std::clamp<float>(ZSlope.GetValue(x, y), 0.0f, 16777215.0f);
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s32 z = (s32)std::clamp<float>(ZSlope.GetValue(dx, dy), 0.0f, 16777215.0f);
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if (bpmem.UseEarlyDepthTest() && g_ActiveConfig.bZComploc)
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if (bpmem.UseEarlyDepthTest())
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{
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// TODO: Test if perf regs are incremented even if test is disabled
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EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT_ZCOMPLOC);
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@ -104,7 +165,7 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
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{
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for (int comp = 0; comp < 4; comp++)
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{
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u16 color = (u16)ColorSlopes[i][comp].GetValue(dx, dy);
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u16 color = (u16)ColorSlopes[i][comp].GetValue(x, y);
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// clamp color value to 0
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u16 mask = ~(color >> 8);
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@ -136,31 +197,6 @@ static void Draw(s32 x, s32 y, s32 xi, s32 yi)
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tev.Draw();
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}
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static void InitTriangle(float X1, float Y1, s32 xi, s32 yi)
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{
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vertex0X = xi;
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vertex0Y = yi;
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// adjust a little less than 0.5
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const float adjust = 0.495f;
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vertexOffsetX = ((float)xi - X1) + adjust;
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vertexOffsetY = ((float)yi - Y1) + adjust;
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}
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static void InitSlope(Slope* slope, float f1, float f2, float f3, float DX31, float DX12,
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float DY12, float DY31)
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{
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float DF31 = f3 - f1;
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float DF21 = f2 - f1;
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float a = DF31 * -DY12 - DF21 * DY31;
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float b = DX31 * DF21 + DX12 * DF31;
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float c = -DX12 * DY31 - DX31 * -DY12;
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slope->dfdx = -a / c;
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slope->dfdy = -b / c;
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slope->f0 = f1;
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}
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static inline void CalculateLOD(s32* lodp, bool* linear, u32 texmap, u32 texcoord)
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{
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auto texUnit = bpmem.tex.GetUnit(texmap);
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@ -220,22 +256,22 @@ static void BuildBlock(s32 blockX, s32 blockY)
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{
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RasterBlockPixel& pixel = rasterBlock.Pixel[xi][yi];
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float dx = vertexOffsetX + (float)(xi + blockX - vertex0X);
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float dy = vertexOffsetY + (float)(yi + blockY - vertex0Y);
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s32 x = xi + blockX;
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s32 y = yi + blockY;
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float invW = 1.0f / WSlope.GetValue(dx, dy);
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float invW = 1.0f / WSlope.GetValue(x, y);
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pixel.InvW = invW;
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// tex coords
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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float projection = invW;
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float q = TexSlopes[i][2].GetValue(dx, dy) * invW;
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float q = TexSlopes[i][2].GetValue(x, y) * invW;
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if (q != 0.0f)
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projection = invW / q;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(dx, dy) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(dx, dy) * projection;
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pixel.Uv[i][0] = TexSlopes[i][0].GetValue(x, y) * projection;
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pixel.Uv[i][1] = TexSlopes[i][1].GetValue(x, y) * projection;
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}
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}
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}
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@ -265,11 +301,27 @@ static void BuildBlock(s32 blockX, s32 blockY)
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}
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}
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void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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if (!bpmem.genMode.zfreeze)
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{
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const s32 X1 = iround(16.0f * v0->screenPosition[0]) - 9;
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const s32 Y1 = iround(16.0f * v0->screenPosition[1]) - 9;
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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ZSlope = Slope(v0->screenPosition.z, v1->screenPosition.z, v2->screenPosition.z, ctx);
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}
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}
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void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
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const OutputVertexData* v2)
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{
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INCSTAT(g_stats.this_frame.num_triangles_drawn);
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// The zslope should be updated now, even if the triangle is rejected by the scissor test, as
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// zfreeze depends on it
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UpdateZSlope(v0, v1, v2);
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// adapted from http://devmaster.net/posts/6145/advanced-rasterization
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// 28.4 fixed-pou32 coordinates. rounded to nearest and adjusted to match hardware output
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@ -334,42 +386,26 @@ void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v
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if (minx >= maxx || miny >= maxy)
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return;
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// Setup slopes
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float fltx1 = v0->screenPosition.x;
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float flty1 = v0->screenPosition.y;
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float fltdx31 = v2->screenPosition.x - fltx1;
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float fltdx12 = fltx1 - v1->screenPosition.x;
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float fltdy12 = flty1 - v1->screenPosition.y;
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float fltdy31 = v2->screenPosition.y - flty1;
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InitTriangle(fltx1, flty1, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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// Set up the remaining slopes
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const SlopeContext ctx(v0, v1, v2, (X1 + 0xF) >> 4, (Y1 + 0xF) >> 4);
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float w[3] = {1.0f / v0->projectedPosition.w, 1.0f / v1->projectedPosition.w,
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1.0f / v2->projectedPosition.w};
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InitSlope(&WSlope, w[0], w[1], w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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// TODO: The zfreeze emulation is not quite correct, yet!
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// Many things might prevent us from reaching this line (culling, clipping, scissoring).
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// However, the zslope is always guaranteed to be calculated unless all vertices are trivially
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// rejected during clipping!
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// We're currently sloppy at this since we abort early if any of the culling/clipping/scissoring
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// tests fail.
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if (!bpmem.genMode.zfreeze || !g_ActiveConfig.bZFreeze)
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InitSlope(&ZSlope, v0->screenPosition[2], v1->screenPosition[2], v2->screenPosition[2], fltdx31,
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fltdx12, fltdy12, fltdy31);
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WSlope = Slope(w[0], w[1], w[2], ctx);
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for (unsigned int i = 0; i < bpmem.genMode.numcolchans; i++)
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{
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for (int comp = 0; comp < 4; comp++)
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InitSlope(&ColorSlopes[i][comp], v0->color[i][comp], v1->color[i][comp], v2->color[i][comp],
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fltdx31, fltdx12, fltdy12, fltdy31);
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ColorSlopes[i][comp] = Slope(v0->color[i][comp], v1->color[i][comp], v2->color[i][comp], ctx);
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}
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for (unsigned int i = 0; i < bpmem.genMode.numtexgens; i++)
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{
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for (int comp = 0; comp < 3; comp++)
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InitSlope(&TexSlopes[i][comp], v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
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v2->texCoords[i][comp] * w[2], fltdx31, fltdx12, fltdy12, fltdy31);
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{
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TexSlopes[i][comp] = Slope(v0->texCoords[i][comp] * w[0], v1->texCoords[i][comp] * w[1],
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v2->texCoords[i][comp] * w[2], ctx);
|
||||
}
|
||||
}
|
||||
|
||||
// Half-edge constants
|
||||
|
|
|
@ -11,20 +11,13 @@ namespace Rasterizer
|
|||
{
|
||||
void Init();
|
||||
|
||||
void UpdateZSlope(const OutputVertexData* v0, const OutputVertexData* v1,
|
||||
const OutputVertexData* v2);
|
||||
void DrawTriangleFrontFace(const OutputVertexData* v0, const OutputVertexData* v1,
|
||||
const OutputVertexData* v2);
|
||||
|
||||
void SetTevReg(int reg, int comp, s16 color);
|
||||
|
||||
struct Slope
|
||||
{
|
||||
float dfdx;
|
||||
float dfdy;
|
||||
float f0;
|
||||
|
||||
float GetValue(float dx, float dy) const { return f0 + (dfdx * dx) + (dfdy * dy); }
|
||||
};
|
||||
|
||||
struct RasterBlockPixel
|
||||
{
|
||||
float InvW;
|
||||
|
|
|
@ -32,6 +32,13 @@ SWVertexLoader::SWVertexLoader() = default;
|
|||
|
||||
SWVertexLoader::~SWVertexLoader() = default;
|
||||
|
||||
DataReader SWVertexLoader::PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
|
||||
u32 stride, bool cullall)
|
||||
{
|
||||
// The software renderer needs cullall to be false for zfreeze to work
|
||||
return VertexManagerBase::PrepareForAdditionalData(primitive, count, stride, false);
|
||||
}
|
||||
|
||||
void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex)
|
||||
{
|
||||
DebugUtil::OnObjectBegin();
|
||||
|
|
|
@ -19,6 +19,9 @@ public:
|
|||
SWVertexLoader();
|
||||
~SWVertexLoader();
|
||||
|
||||
DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
|
||||
bool cullall) override;
|
||||
|
||||
protected:
|
||||
void DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_vertex) override;
|
||||
|
||||
|
|
|
@ -840,8 +840,7 @@ void Tev::Draw()
|
|||
output[BLU_C] = (output[BLU_C] * invFog + fogInt * bpmem.fog.color.b) >> 8;
|
||||
}
|
||||
|
||||
const bool late_ztest = !bpmem.zcontrol.early_ztest || !g_ActiveConfig.bZComploc;
|
||||
if (late_ztest && bpmem.zmode.testenable)
|
||||
if (bpmem.UseLateDepthTest())
|
||||
{
|
||||
// TODO: Check against hw if these values get incremented even if depth testing is disabled
|
||||
EfbInterface::IncPerfCounterQuadCount(PQ_ZCOMP_INPUT);
|
||||
|
|
|
@ -99,8 +99,8 @@ public:
|
|||
|
||||
PrimitiveType GetCurrentPrimitiveType() const { return m_current_primitive_type; }
|
||||
void AddIndices(OpcodeDecoder::Primitive primitive, u32 num_vertices);
|
||||
DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count, u32 stride,
|
||||
bool cullall);
|
||||
virtual DataReader PrepareForAdditionalData(OpcodeDecoder::Primitive primitive, u32 count,
|
||||
u32 stride, bool cullall);
|
||||
void FlushData(u32 count, u32 stride);
|
||||
|
||||
void Flush();
|
||||
|
|
|
@ -98,8 +98,6 @@ void VideoConfig::Refresh()
|
|||
iShaderCompilerThreads = Config::Get(Config::GFX_SHADER_COMPILER_THREADS);
|
||||
iShaderPrecompilerThreads = Config::Get(Config::GFX_SHADER_PRECOMPILER_THREADS);
|
||||
|
||||
bZComploc = Config::Get(Config::GFX_SW_ZCOMPLOC);
|
||||
bZFreeze = Config::Get(Config::GFX_SW_ZFREEZE);
|
||||
bDumpObjects = Config::Get(Config::GFX_SW_DUMP_OBJECTS);
|
||||
bDumpTevStages = Config::Get(Config::GFX_SW_DUMP_TEV_STAGES);
|
||||
bDumpTevTextureFetches = Config::Get(Config::GFX_SW_DUMP_TEV_TEX_FETCHES);
|
||||
|
|
|
@ -153,8 +153,6 @@ struct VideoConfig final
|
|||
// VideoSW Debugging
|
||||
int drawStart = 0;
|
||||
int drawEnd = 0;
|
||||
bool bZComploc = false;
|
||||
bool bZFreeze = false;
|
||||
bool bDumpObjects = false;
|
||||
bool bDumpTevStages = false;
|
||||
bool bDumpTevTextureFetches = false;
|
||||
|
|
Loading…
Reference in New Issue