- Avoid double transfers where a transfer to a temp image is done
without scaling and then a secondary transfer follows. Combines the two
steps into one whenever possible which can significantly alleviate
bandwidth problems at higher resolutions. Significant speedup, upto 90%
in some cases (PDF, PDF2)
- Multiple header files where missing #includes to other headers that
where used in the header. Correct header was included in correct
order in source files which caused everything to compile.
- Added missing #includes so header files correctly include all their
dependencies and fixes problems with IDEs being unable to parse
headers correctly due to missing symbols
- Batch dma transfers whenever possible and do them in one go
- vk: Always ensure that queued dma transfers are visible to the GPU before they are needed by the host
Requires a little refactoring to allow proper communication of the commandbuffer state
- vk: Code cleanup, the simplified mechanism makes it so that its not necessary to pass tons of args to methods
- vk: Fixup - do not forcefully do dma transfers on sections in an invalidation zone! They may have been speculated correctly already
- Properly wait for the buffer transfer operation to finish before map/readback!
- Change vkFence to vkEvent which works more like a GL fence which is what is needed.
- Implement supporting methods and functions
- Do not destroy fence by immediately waiting after copying to dma buffer
- Blit operations do format conversion automatically which is NOT what we want!
- Scale onto temp buffer with similar format before performing data cast.
- Avoid tagging and rely on read/write barriers and the dirty flag mechanism. Testing is done with a weak 8-byte memory test
- Introducing new data when tagging breaks applications with race conditions where tags can overwrite flushed data
- gl: Include an execution state wrapper to ensure state changes are consistent. Also removes a lot of required 'cleanup' for helper methods
- texture_cache: Make execition context a mandatory field as it is required for all operations. Also removes a lot of situations where duplicate argument is added in for both fixed and vararg fields
- Explicit read/write barrier for framebuffer resources depending on
usage. Allows for operations like optional memory initialization before
reading
- Implicitly invoke a memory barrier if actively reading from an unsynchronized texture
- Simplify memory transfer operations
- Should allow more games to work without strict mode
- Implements a mirror view of D24S8 data that accesses the stencil components.
Finishes the implementation of TEX2D_DEPTH_RGBA as the stencil component was previously missing from the reconstructed data
- Add a few missing destructors
Image classes are inherited a lot and I forgot to make the dtors virtual