-
-
Notifications
You must be signed in to change notification settings - Fork 382
nv2a: Rewrite primitives on client #2734
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
nv2a: Rewrite primitives on client #2734
Conversation
Summary of ChangesHello @mborgerson, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request refactors the NV2A graphics pipeline by shifting primitive rewriting from geometry shaders to the CPU. This change enhances compatibility with various Vulkan implementations, particularly those lacking geometry shader support, and streamlines the graphics rendering process by centralizing primitive decomposition. The previous GPU property detection mechanism has been removed as it is no longer relevant to the new client-side approach. Highlights
Changelog
Using Gemini Code AssistThe full guide for Gemini Code Assist can be found on our documentation page, here are some quick tips. Invoking Gemini You can request assistance from Gemini at any point by creating a comment using either
Customization To customize Gemini Code Assist for GitHub experience, repository maintainers can create a configuration file and/or provide a custom code review style guide (such as PEP-8 for Python) by creating and adding files to a Limitations & Feedback Gemini Code Assist may make mistakes. Please leave feedback on any instances where its feedback is incorrect or counter productive. You can react with 👍 and 👎 on @gemini-code-assist comments. If you're interested in giving your feedback about your experience with Gemini Code Assist for Github and other Google products, sign up here. You can also get AI-powered code generation, chat, as well as code reviews directly in the IDE at no cost with the Gemini Code Assist IDE Extension. Footnotes
|
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Code Review
This pull request is a significant and valuable change that refactors primitive rewriting from geometry shaders to the CPU. This improves compatibility with Vulkan implementations that do not support geometry shaders, such as MoltenVK. The implementation is well-structured, with the new logic encapsulated in prim_rewrite.c.
I've found a few issues related to provoking vertex handling for complex primitives like quads and polygons, which could lead to incorrect flat shading. I've added specific comments with suggestions to address these.
Overall, this is a great step forward for xemu's renderer compatibility.
hw/xbox/nv2a/pgraph/glsl/geom.c
Outdated
| return false; | ||
| } | ||
| return true; | ||
| assert(false); |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Just glancing through; a nit in case this bit comes out of draft: assert(false) issues often get reported and go for a long time without being investigated, making it non-trivial to work out what exactly failed. Can we make it a pattern to do assert(!"Some description of why this should never happen") instead? Then it's durable at time of reporting and reduces the need to walk back through blame to try to puzzle out why the assert existed.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Agreed--In new code this is being done, but there is still plenty of this pattern scattered throughout existing code. This line is removed anyway.
7f84a8f to
eafca05
Compare
eafca05 to
152c324
Compare
Not all Vulkan implementations support geometry shaders (e.g. MoltenVK, KosmicKrisp). As a step towards enabling xemu on such implementations, move primitive rewriting out of geometry shaders and just do it client side when necessary.
Work in progress.