Nekotekina
8e6e57de86
Enable -Wunused-function warning
2021-02-15 14:39:53 +03:00
kd-11
9f97bab717
vk: Fixup and refactor for exclusive fullscreen stuff
2021-02-15 10:27:36 +03:00
13xforever
76518d4c59
add a hidden option to prevent switching to exclusive full screen mode
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this is helpful for people streaming RPCS3, or to prevent disabling HDR mode in Windows
2021-02-14 22:01:33 +03:00
kd-11
eba7d3b172
rsx: Add duplicate section detection when there are too many sections in the surface cache
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- Check for useless sections.
Helps in games that create a bunch of sections randomly for one-time use
2021-02-14 20:42:34 +03:00
kd-11
b8311caa6b
vk: Silence some compiler warnings
2021-02-14 20:42:34 +03:00
Eladash
5b044a93c1
Fix vm::falloc() for misaligned args ( #9764 )
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Force addr/size alignment.
2021-02-14 13:19:14 +03:00
Eladash
f009d36811
Update log messages of PPU/SPU hashes and patches applied
2021-02-14 09:35:42 +01:00
Eladash
f43260bd58
Atomic waiting refactoring ( #9208 )
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* Use atomic waitables instead instead of global thread wait as often as possible.
* Add ::is_stopped() and and ::is_paued() which can be used in atomic loops and with atomic wait. (constexpr cpu flags test functions)
* Fix notification bug of sys_spu_thread_group_exit/terminate. (old bug, enhanced by #9117 )
* Function time statistics at Emu.Stop() restored. (instead of current "X syscall failed with 0x00000000 : 0")
2021-02-13 17:50:07 +03:00
Eladash
cf384795d2
debugger: Improve PPU string constraints
2021-02-13 16:00:26 +03:00
Eladash
423cc1685c
PPU LLVM: Reduce PRX/OVL compilation memory usage a little
2021-02-13 13:05:41 +03:00
Eladash
5ed0cc293d
Fix PS3 process exit/exitspawn
2021-02-12 19:39:47 +03:00
Eladash
e26ae9899c
Reimplement/fix PRX patches
2021-02-12 15:27:59 +03:00
Alex Saveau
48296c2ba6
Fixup for multi-thread shader compilation (loading stage) ( #9762 )
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* Multi-thread shader compilation
This offers a huge improvement in startup performance. With around 13,000 shaders we go from ~1:30 to under 10 seconds. It looks like this was the original intention of the author given the outer scope recompile variable.
Signed-off-by: Alex Saveau <saveau.alexandre@gmail.com>
2021-02-12 14:39:35 +03:00
Ani
b858fceb4f
vk: Support incomplete lavapipe
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Disable features still unimplemented by lavapipe when using it:
- samplerAnisotropy
- shaderStorageBufferArrayDynamicIndexing
- wideLines
as of mesa 21.1.0-dev (aea36ee05e9, 2020-02-10)
2021-02-11 14:49:37 +03:00
kd-11
195fb1cf66
rsx: Improve texture cache invalidate
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- Bunch of improvements
- Properly signal renderer to rebind textures!
- TODO: Range checks, should be pretty easy
2021-02-10 11:37:14 +03:00
kd-11
52acc23ecf
rsx: Fix protection bug
2021-02-10 11:37:14 +03:00
kd-11
0a34fc4bcd
vk: Offload garbage collection to offloader thread
2021-02-10 11:37:14 +03:00
kd-11
bec91aab7b
rsx: Relax inheritance checks a bit
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- It is not a fatal error for a texture to be defined where a framebuffer once existed.
2021-02-10 11:37:14 +03:00
kd-11
6f4dbf4fcd
vk/vma: Always use aligned requests
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- Performance optimization when combined with vma optimizations added by me
2021-02-10 11:37:14 +03:00
kd-11
bf66c36ba4
rsx/texture_cache: Add support for reusing dirty images if possible
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- Avoids a silly situation where a texture is discarded and an identical copy created immediately afterward.
Unfortunately allocating memory blocks is really slow so avoid it as much as possible.
2021-02-10 11:37:14 +03:00
kd-11
0c10f47e85
rsx: Lower cache block length to 256 pages
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- Drastically lowers time wasted iterating blocks when many small objects
are present
2021-02-10 11:37:14 +03:00
kd-11
1bad9a939f
rsx: Refactor texture cache utils
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- Also lays groundwork for optional hashed sections
2021-02-10 11:37:14 +03:00
Megamouse
bc938ce630
dualsense: implement player LEDs
2021-02-09 19:21:37 +01:00
Nekotekina
4f8cac731b
Fix SAFE_BUFFERS attribute for GCC
2021-02-09 12:33:50 +03:00
kd-11
2d62f9c4c5
vk: Improve spec compliance ( #9748 )
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- Always comply when running under strict mode
- Only allow hacky transport for known-to-work GPUs
2021-02-08 22:11:01 +00:00
Nekotekina
0057c89eaa
PPU Analyser: follow fallbacks in some cases
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Fallback is an "invisible" branch to the next instruction.
This may be necessary for certain cases when patches are used.
2021-02-07 11:02:45 +03:00
Nekotekina
9e9a55df46
PPU LLVM: compile instructions from patches
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For now, only as a single instruction at a time.
2021-02-07 11:02:31 +03:00
Nekotekina
9463238490
PPU Analyser: minor fixups for end pointer
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Add more sanity checks for sections.
Remove some redundancy.
2021-02-07 11:02:31 +03:00
Nekotekina
b7ff2ecffb
Patch system: export some info for future use
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For now it's just a list of addresses.
For now it's not used (just a stub).
2021-02-07 11:02:31 +03:00
Eladash
fad89f1c3b
Fix tiny race in PPU breakpoints ( #9731 )
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If the PPU has just being paused by the debugger, before it entered the breakpoint handler, the PPU would continue onto the next instruction skipping the breakpoint but then being paused on it instead.
2021-02-07 00:25:40 +03:00
kd-11
ddac4686a7
rsx: Clear vertex output register if nothing is written to it
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- On NVIDIA GPUs, gl_Position is not initialized. Always clear to 0 to avoid on-screen crap
2021-02-05 22:22:07 +03:00
Eladash
4f85f151fd
SPU: Always signal the debugger about termination
2021-02-03 15:05:38 +03:00
Eladash
478ae0715e
Tiny fix for zombie PPU threads
2021-02-03 15:05:38 +03:00
Megamouse
89942ed92a
optimize add_only boot process
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No need for hardcore stuff while adding games to the list
2021-02-02 18:37:18 +01:00
Megamouse
2c32a721fc
Allow BootGame with indirect paths
2021-02-02 13:21:26 +01:00
Nekotekina
08aaae7999
PPU LLVM: workaround patch handling
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Try to address #9704
2021-02-02 10:33:13 +03:00
Eladash
2005c89baa
memory viewer: Implement RSX mode
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* Set the ground for RSX modes of register editor and insttruction editor, do not use shared ptrs directly.
* Make register editor and instruction editor modeless to allow to copypaste values from thread context etc in the background.
2021-02-02 01:05:36 +03:00
Nekotekina
58eef983e2
PPU Analyser: fix constraints for all elfs.
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Added for main executable and OVLs.
Forgot to use it not just for SPRX.
2021-02-01 19:14:24 +03:00
Nekotekina
390b192f0a
TSX: workaround for check_state freezes
2021-02-01 19:14:24 +03:00
Nekotekina
7b40859eff
Remove unused header
2021-02-01 19:14:01 +03:00
Nekotekina
d0126f0fa0
Fix freezes in HLE Vdec and SPU LLVM precompilation.
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Freezes could accidentally occur on close or ingame.
Deprecate range-for loop on lf_queue.
This is a part of PR #9208
Co-authored-by: Eladash <elad3356p@gmail.com>
2021-02-01 19:14:01 +03:00
Nekotekina
0c034ad7de
PPU LLVM: upgrade to GHC call conv
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Get rid of some global variables.
Implement ppu_escape (unused yet).
Bump PPU cache version to v4.
2021-02-01 11:30:50 +03:00
Nekotekina
aeeceb7d0b
Minor fixups
2021-02-01 11:30:50 +03:00
Nekotekina
d5f16ce272
PPU Analyser: better constraints for SPRX
2021-02-01 11:30:50 +03:00
Nekotekina
c89362f6a2
PPU LLVM: don't use module name as PRX indicator
2021-02-01 11:30:50 +03:00
Nekotekina
8a029159cd
PPU Analyser: compile certain functions on per-instruction basis
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PPU LLVM: optimize small blocks
2021-02-01 11:30:50 +03:00
Nekotekina
891ebd0cb1
PPU Analyser: use reloc info (disabled for now)
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Add blocks from relocations.
2021-02-01 11:30:50 +03:00
Nekotekina
382509d778
PPU LLVM: Implement inline __add_get_ov
2021-02-01 11:30:50 +03:00
Nekotekina
f9ee8978ff
PPU LLVM: improve analyser
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Compile possibly executable holes between detected functions.
Add unused "PPU LLVM Greedy Mode" option (for future updates).
Add "nounwind" attribute to compiled functions (reduces size).
2021-02-01 11:30:50 +03:00
Nekotekina
cf6606065d
PPU: fix some typos in asm code
2021-01-31 20:00:04 +03:00