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video_core/command_processor: attempt accelerate draw in draw trigger
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@ -286,6 +286,38 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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if (g_debug_context)
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if (g_debug_context)
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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g_debug_context->OnEvent(DebugContext::Event::IncomingPrimitiveBatch, nullptr);
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PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
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bool accelerate_draw = VideoCore::g_hw_shader_enabled && primitive_assembler.IsEmpty();
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if (regs.pipeline.use_gs == PipelineRegs::UseGS::No) {
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auto topology = primitive_assembler.GetTopology();
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if (topology == PipelineRegs::TriangleTopology::Shader ||
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topology == PipelineRegs::TriangleTopology::List) {
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accelerate_draw = accelerate_draw && (regs.pipeline.num_vertices % 3) == 0;
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}
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// TODO (wwylele): for Strip/Fan topology, if the primitive assember is not restarted
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// after this draw call, the buffered vertex from this draw should "leak" to the next
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// draw, in which case we should buffer the vertex into the software primitive assember,
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// or disable accelerate draw completely. However, there is not game found yet that does
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// this, so this is left unimplemented for now. Revisit this when an issue is found in
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// games.
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} else {
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if (VideoCore::g_hw_shader_accurate_gs) {
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accelerate_draw = false;
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}
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}
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bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
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if (accelerate_draw &&
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VideoCore::g_renderer->Rasterizer()->AccelerateDrawBatch(is_indexed)) {
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if (g_debug_context) {
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g_debug_context->OnEvent(DebugContext::Event::FinishedPrimitiveBatch, nullptr);
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}
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break;
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}
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// Processes information about internal vertex attributes to figure out how a vertex is
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// Processes information about internal vertex attributes to figure out how a vertex is
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// loaded.
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// loaded.
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// Later, these can be compiled and cached.
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// Later, these can be compiled and cached.
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@ -294,15 +326,11 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Shader::OutputVertex::ValidateSemantics(regs.rasterizer);
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Shader::OutputVertex::ValidateSemantics(regs.rasterizer);
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// Load vertices
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// Load vertices
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bool is_indexed = (id == PICA_REG_INDEX(pipeline.trigger_draw_indexed));
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const auto& index_info = regs.pipeline.index_array;
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const auto& index_info = regs.pipeline.index_array;
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const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
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const u8* index_address_8 = Memory::GetPhysicalPointer(base_address + index_info.offset);
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const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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const u16* index_address_16 = reinterpret_cast<const u16*>(index_address_8);
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bool index_u16 = index_info.format != 0;
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bool index_u16 = index_info.format != 0;
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PrimitiveAssembler<Shader::OutputVertex>& primitive_assembler = g_state.primitive_assembler;
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if (g_debug_context && g_debug_context->recorder) {
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if (g_debug_context && g_debug_context->recorder) {
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for (int i = 0; i < 3; ++i) {
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for (int i = 0; i < 3; ++i) {
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const auto texture = regs.texturing.GetTextures()[i];
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const auto texture = regs.texturing.GetTextures()[i];
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@ -46,12 +46,12 @@ struct PrimitiveAssembler {
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void Reconfigure(PipelineRegs::TriangleTopology topology);
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void Reconfigure(PipelineRegs::TriangleTopology topology);
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/**
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/**
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* Is our internal state empty?
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* Returns whether the PrimitiveAssembler has an empty internal buffer.
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*/
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*/
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bool IsEmpty() const;
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bool IsEmpty() const;
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/**
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/**
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* What is our triangle topology?
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* Returns the current topology.
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*/
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*/
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PipelineRegs::TriangleTopology GetTopology() const;
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PipelineRegs::TriangleTopology GetTopology() const;
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