- Removes CPU-only transforms that broke GPU-side code.
-- Channels in GPU compute are laid out in cell-order, but CPU was uploading in favorable order and compensating with swizzles.
-- This leads to 2 different layouts depending on the location of the data (CPU vs GPU)
- Implement R8G8_R8B8 interleaved format decode
- General improvements
formats
- Allows D24S8 and D32S8 transport via typeless channels
- Allows uploading and downloading D24S8 data easily
- TODO: Implement optional byteswapping to fix flushed readbacks with
the same method
- Blit operations do format conversion automatically which is NOT what we want!
- Scale onto temp buffer with similar format before performing data cast.
- Disable DEPTH<->RGBA typeless transfers for now as they require a lot more work to work for all vendors
- Do not allow switching layouts to UNDEFINED/PREINITIALIZED formats
- 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
- Unroll main compute queue loop
- Do NOT run GPU cores on mappable memory! This has a dreadful impact on performance for obvious reasons
- Enable dynamic SSBO indexing (affects AMD)
- Make loop unrolling and loop length variable depending on hardware and find optimum
- Used to transfer D32S8 data where it makes sense to use this variant
- On nvidia cards, it is very slow to move aspects from D24S8 probably due to the format being faked.
For this reason, the unsafe variant is used for both D16 and D24S8 to avoid the heavy performance loss
- 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
- Removes the old depth scaling using an overlay.
It was never going to work properly due to per-pixel stencil writes being unavailable
- TODO: Preserve stencil buffer during ARGB8->D32S8 shader conversion pass
- vk: Clear dirty textures before copying 'old contents' in case the old data does not fill the new region
- rsx: Properly decode border color - seems to be in BGRA format
- vk: better approximation of border color to better choose between the presets
- vk: Individually clear color images outside render pass and without scissor
- vk: Fix renderpass selection for clear overlay pass
- vk: Include scissor region when emulating clear mask
NOTES:
- vk: Completely avoid using vkClearXXXXimage - its 'broken' on nvidia drivers
Spec is vague about the function so its not an actual bug
ClearAttachment is clearly defined as bypassing bound state which works correctly
- TODO: Implement memory sampling to simulate loading precleared memory if cell used memset to preinitialize the framebuffer
Autoclear depth to 1|255 and color to 0 is hacky!
- 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
- Discard intentionally invalidated framebuffer resources. These are created after a flush has happened, forcing reupload since contents cannot be guaranteed (strict mode only)
- Fix for blits using vulkan; dont use the copy method if formats do not match, use generic blit instead
rsx: Conditional lock hack removed
vulkan - Fixes
- Remove unused texture class
- Fix native pitch calculation (WCB)
rsx: Catch hanging begin/end pairs when flushing deferred draw calls
vulkan: Register DXT compressed formats
vulkan: Register depth formats
gl: Workaround for 'texture stitching' when gathering flip surface
- TODO: Add a proper flip hack option
rsx: Fix texture memory size calculation
- DXT textures dont have real pitch. Since pitch is used to calculate memory size, make sure it always evaluates to rsx_size
rsx: Fix cpu copy detection
rsx: Validate blit dst surface and dont make assumptions about region blit order
- Also relax restrictions on memory owned by the blit engine if strict rendering is not enabled
rsx: Fix depth texture detection
rsx: Do not manually offset into dst. The overlapped range check does so automatically
rsx: Minor optimizations
rsx: Minor fixes
- Fix to detect incompatible formats when using GPU texture scaling and show message
- Better 'is_depth_texture' algorithm to eliminate false positives
gl/vk/rsx: Refactoring; unify texture cache code
gl: Fixups
- Removes rsx::gl::texture class and leave gl::texture intact
- Simplify texture create and upload mechanisms
- Re-enable texture uploads with the new texture cache mechanism
rsx: texture cache - check if bit region fits into dst texture before attempting to copy
gl/vk: Cleanup
- Set initial texture layout to DST_OPTIMAL since it has no data in it anyway at the start
- Move structs outside of classes to avoid clutter
- Make each frame context own its own memory
- Fix GPU blit
- Fix image layout transitions in flip
vk: Improve frame-local memory usage tracking to prevent overwrites
- Also slightly bumps VRAM requirements for stream buffers to help with running out of storage
- Fixes flickering and missing graphics in some cases. Flickering is still there and needs more work
vk: Up vertex attribute heap size and increase the guard size on it
vulkan: Reorganize memory management
vulkan: blit cleanup
vulkan: blit engine improvements
- Override existing image mapping when conflicts detected
- Allow blitting of depth/stencil surfaces
* Fix always-true conditions in sceNp module
* gl_render_targets: useless check on unsigned variable, possible bug
* fixed UB in crypto utility functions
* copy-paste error in vk::init_default_resources
* pass strings by const ref
* Dont copy vectors. Make sure copies are not needed because functions are used in a multi-threaded context.
Properly set up vulkan API version when creating instance
Fix gcc error about passing function result by reference
Fix alot of warnings in VKGSRender project
More fixes for gcc
Fix texture create function
Rebase on current master; Refactor vertex upload code
Fix build; Minor fixes
Start preparations for merge
Fix generic indexed drawing bugs
Define WIN32_KHR only for windows
Remove linking against vulkan-1.lib