- Avoids blindly reusing blit dst sections as they may contain garbage.
If a section was unlocked for a flush, just discard it as its reuse introduces potential data corruption.
Since the data needs to be reuploaded anyway (for now), its better to start afresh
- In case of format mismatch, reset the calculated dst block
- Add a bounds check to determine if data contained in an atlas is good enough for sampling the cache.
If not enough data is provided, fall back to full upload
- Blit operations do format conversion automatically which is NOT what we want!
- Scale onto temp buffer with similar format before performing data cast.
- Use a 5-point tap with an X pattern across the target's memory space to reduce chances of false positives
- TODO: Potential false positives identified, requires some minor
restructuring of surface_store
- Properly synchronize when transitioning to/from GENERAL layout.
- General layout requires full pipeline dependency since its used in a 'general' sense. As such, its use is to be largely avoided.
- gl: Properly initialize and manage sampler states
- gl/vk: Snap overlay elements to pixel grid by aligning to pixel centers
- overlays: Disable grid snapping in stb since its now handled in the backend
- Make detail a separate text entity as it often contains a lot of noise
- Properly pad the entry if needed to avoid text sitting too close to the edge
- Use custom string conversion to ensure overlay deals with extended ascii whenever possible
- Improves language compatibility greatly and avoids empty spaces for unknown glyphs
- Adds all the major buttons to native dialog input options
- Adds more button options for the native osk
- Brighten osk cell backgrounds a bit to improve visibility
- NVIDIA drivers hook into the msq before our nativeEvent handler. This means NV is aware of events before rpcs3 is aware of them and sometimes stops until a new event is triggered.
If rpcs3 is inside a driver call at this time, the system will deadlock since the driver waits for msq which waits for the renderer which waits for the driver.
- Use explicit hook management to control window events
- Add fence timeout to attempt detection of surface loss events
- 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
- 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
- D24S8 targets have 2 aspects that are dealt with separately; Forcefully initialize the remaining data if a partial init is done. Its 'free' anyway
- It seems that the stencil mask matters when clearing unlike the depth mask and color mask
- 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
- Remove the required_xxx_pitch constraint as it makes no sense. The pitch controls what can be written per line.
- It is possible to have a huge surface width but only render to a small region at the beginning and have a smaller pitch than can fit the surface (NFS carbon)
- 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.
- Immediate mode is isolated from the rest of the vertex configuration
- TODO: Verify register behaviour when immediate mode is used
Check if per-primitive const register values are supported (likely are)
- 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