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Fix slowdown on zero-vertex draw calls #18505

Merged
merged 2 commits into from
Dec 10, 2023
Merged

Fix slowdown on zero-vertex draw calls #18505

merged 2 commits into from
Dec 10, 2023

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hrydgard
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@hrydgard hrydgard commented Dec 10, 2023

Due to a short integer overflow, we ended up soft-transforming 65536 vertices instead of none. Not great.

Also cleans up some off-by-ones in DrawEngineD3D11/D3D9.

Fixes #18504

@hrydgard hrydgard added the GE emulation Backend-independent GPU issues label Dec 10, 2023
@hrydgard hrydgard added this to the v1.17.0 milestone Dec 10, 2023
@hrydgard hrydgard merged commit c220199 into master Dec 10, 2023
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@hrydgard hrydgard deleted the dbz-slowdown-fix branch December 10, 2023 12:05
@unknownbrackets
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I kinda agree maxIndex wasn't very clear, but I feel like this seems "wrong" on casual reading too: numDecodedVerts_ - indexLowerBound. Maybe nextDecodeIndex_...? Naming is hard...

-[Unknown]

@hrydgard
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Mm, agree... Don't have a better idea though either :/

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Performance regression with zero-length draws
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