- Apply dither to edges that almost fail the straight-up alpha test
- Significantly improves alpha tested geometry far from the camera
- Also removes blend factor overrides/hacks as they give incorrect results due to background bleeding
- Index offset is ignored anyway and only used to calculate vertex attribute divisor index
- Specialized optimization for untouched xfer without primitive restart
- 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
- If draw call resources consume memory that intersects with NA parts of the texture cache, we get a framebuffer test mismatch.
This mismatch is false and happens because the thread has not yet reached the point of relocking the pages
- 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
- Do not bind companion framebuffer when clearing single aspect; let the
contest mechanism sort it out instead
- Do not prematurely tag framebuffers, instead only do so at
write-confirmation time. Should avoid false tagging if setup does not
allow a render to occur.
- 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
- Per-channel conditional execution introduces RAW hazards all over the place
- Its cheaper to process both branches and select between the two
- Also improves ShaderVariable functionality to allow functionality such as match_size and taking complex variables as inputs
To avoid the need (and performance hit) of Read Color/Depth Buffers, we
may not invalidate overlapping fbos inside lock_memory_region unless
they are guaranteed to be superseded by the new one.
This avoids e.g. issues with overblooming, among others.
Fixes VRAM leaks and incorrect destruction of resources, which could
lead to drivers crashes.
Additionally, lock_memory_region is now able to flush superseded
sections. However, due to the potential performance impact of this
for little gain, a new debug setting ("Strict Flushing") has been
added to config.yaml
- Improve vertex attribute layout format. Allows for full 16-bit attribute divisor
- Use actual pitch when declaring framebuffer rsx pitch instead of register value in case of swizzle? rendering
- Also fix visual corruption when using disjoint indexed draws
- Refactor draw call emit again (vk)
- Improve execution barrier resolve
- Allow vertex/index rebase inside begin/end pair
- Add ALPHA_TEST to list of excluded methods [TODO: defer raster state]
- gl bringup
- Simplify
- using the simple_array gets back a few more fps :)
- Orders flushing to preserve memory at all cost
- Avoids false positive where flushing overlapping sections can falsely invalidate another with head/tail test
- Forcefully downloads and reuploads data from the CPU in case of unexpected overlaps
- Properly detect correct size of newly created blit targets
- Remember to clear any existing views when changing the default component map!
- NOTE: The address swizzle index is only for use as src. The address registers are only used one channel at a time.
- When the destination of ARL, the encoding is the same as the other temp registers
- Retag resources reprotected under flush_always rules
- Properly check for blit resource fitting taking into account format
mismatch, pitch mismatch and typeless transfers
- The x value contains the VP output value interpolated across primitive surface
- The y coordinate contains the fog fraction according to the selected fog formula
- Tags framebuffer resources on first use (when on_write is called to verify memory)
- Texture cache now selects the best match and even sorts atlas writes with memory write order to avoid older data showing over newer one
- Some formats are proven to ignore swizzle flag
- DXT compressed textures
- COMPRESSED_BG_GB class textures
- Some applications are using swizzled wide integer formats so those are confirmed to swizzle
invalidate_range_impl_base does not mark all textures that will only be
unprotected as dirty when doing a deferred flush, since that is done by
flush_all.
However, if there are no sections to flush, the deferred flush will
use the same code path as non-deferred flushes for unprotecting textures
and forget to mark them as dirty.
This commit fixes this bug.
The existing implementation restarts the loop immediately after
finding a range_data instance that updates the trampled_range.
This commit refactors this method to continue the loop with the updated
trampled_range, and then repeat only those range_data instances that
were iterated through before the trampled_range was last updated.
As a result, the number of total iterations required is reduced.
When the trampled range changes, get_intersecting_set restarts the
outer loop. However, due to an off-by-one error, it skips the first
cache entry when doing so. This can cause a texture not to be
correctly unlocked, which could lead to issues or even deadlocks.
This commit fixes this off-by-one error.
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Fix program abort logic to never abort before resolving later label addresses
Fixes jumping over broken code and jumping over END markers
- TEXTURE_CONTROL2 has indexing range of [0..15] without stride skipping!
This register does not have interleaving with other texture registers
- Track shader address poke as it seems to invalidate programs as well
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
- Compute is now used to assist in some parts of blit operations, since there are no format conversions with vulkan like OGL does
- TODO: Integrate this into all types of GPU memory conversion operations instead of downloading to CPU then converting
- Some applications (e.g Backbreaker) use an evil hack to resolve MSAA.
The application respecifies a formerly AA region as a region with no AA then performs a framebuffer feedback lookup.
The old memory keeps AA during read, but writes back to itself with AA resolved.
This is evil on several levels but it just happens to work on PS3
1. rsx: Rework section synchronization using the new memory mirrors
2. rsx: Tweaks
- Simplify peeking into the current rsx::thread instance.
Use a simple rsx::get_current_renderer instead of asking fxm for the same
- Fix global rsx super memory shm block management
3. rsx: Improve memory validation. test_framebuffer() and
tag_framebuffer() are simplified due to mirror support
4. rsx: Only write back confirmed memory range to avoid overapproximation errors in blit engine
5. rsx: Explicitly mark clobbered flushable sections as dirty to have them
removed
6. rsx: Cumulative fixes
- Reimplement rsx::buffered_section management routines
- blit engine subsections are not hit-tested against confirmed/committed memory range
Not all applications are 'honest' about region bounds, making the real cpu range useless for blit ops
- Improve dirty state tracking affecting program state
- vk: Refactor out transform constants upload into a separate channel to avoid if possible
transform data uploads are quite expensive
- Introduces a gpu program analyser step to examine shader contents before attempting compilation or cache search
- Avoids detecting shader as being different because of unused textures having state changes
- Adds better program size detection for vertex programs
- Improved vertex program decompiler
- Properly support CAL type instructions
- Support jumping over instructions marked with a termination marker with BRA/CAL class opcodes
- Fix SRC checks and abort
- Fix CC register initialization
- NOTE: Even unused SRC registers have to be valid (usually referencing in.POS)
- gl/vk: Fix subresource copy/blit
- gl/vk: Fix default_component_map reading
- vk: Reimplement cell readback path and improve software channel decoder
- Properly name the subresource layout field - its in blocks not bytes!
- Implement d24s8 upload from memory correctly
- Do not ignore DEPTH_FLOAT textures - they are depth textures and abide by the depth compare rules
- NOTE: Redirection of 16-bit textures is not implemented yet
- Ignore unlocked blit sections [TODO]
- Do not attempt blit on hw if bytesize is unsupported
- gl: Implement typeless memory transfers
Uses pbo to handle type-agnostic memory transfer