Commit graph

702 commits

Author SHA1 Message Date
scribam
04ad49de4d typos 2018-05-14 21:14:39 +04:00
kd-11
b7979d3f57 rsx/vk: Improvements and minor optimizations
- 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
2018-05-13 14:44:14 +03:00
Jake
6d6d6fa827 dx12/vk/gl: implement use of vertex_data_base_index when calculating index 2018-03-30 13:30:04 +03:00
kd-11
9fc1740608 rsx/fp: Fragment program overhaul
- Separate TXB from TXL: They are completely different!
- Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment
- Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work
- Document some more bits in SHADER_CONTROL register
2018-03-25 13:31:06 +03:00
pauls-gh
fd8d2ecbf4 Remove Volume Texture Compression (VTC) tiling for Vulkan, DX12 and ATI (OpenGL). 2018-03-23 12:01:30 +03:00
kd-11
315798b1f4 rsx: ZCULL rewrite and other improvements
- ZCULL unit emulation rewritten
- ZCULL reports are now deferred avoiding pipeline stalls
- Minor optimizations; replaced std::mutex with shared_mutex where contention is rare
- Silence unnecessary error message
- Small improvement to out of memory handling for vulkan and slightly bump vertex buffer heap
2018-03-13 18:55:03 +03:00
kd-11
4804efc17d rsx: Clear up confusion on depth writes.
According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries
 NOTE: NV_fragement_program precedes NV_fragment_program2 which is very
 close to what RSX consumes. It is hardware from that era afterall
2018-03-13 18:55:03 +03:00
kd-11
87741141f1 rsx/vulkan: Add post-compilation key validation and dynamically determine attachment write maks based on decompiled shader
- A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents
- Allos masking off attachment writes that are unmodified in the shader
2018-03-13 18:55:03 +03:00
Nekotekina
cce0ad0c35 Clean vm::ps3 namespace use 2018-02-09 17:49:37 +03:00
kd-11
71f69d1d48
rsx/overlays: Introduce 'native' HUD UI and implement some common dialogs (#4011) 2018-01-17 19:14:00 +03:00
Jake
7ca2c444cc rsx: Fix depth clipping 2018-01-14 20:50:55 +03:00
Jake
c5074ba81f d3d12: fix invalid framebuffer crash and shader compile 2018-01-14 20:50:55 +03:00
kd-11
f5145943b2 d3d12: Fix fragment shader compile 2017-12-04 18:22:18 +03:00
kd-11
cdd4fd9867 rsx/fp: Explicitly insert global functions.
- Functions such as pack/unpack ops must exist before the shared gather functions are declared
2017-12-04 18:22:18 +03:00
kd-11
fe9090bd39 rsx/fp: Implement register gather (only for UP(X) instructions)
- Workaround for temp register aliasing between H and R variants
- TODO: Implement temp regs as 128 bit-blocks with r/w as pack/unpack
2017-12-01 21:00:50 +03:00
kd-11
a18ae0f6ac rsx/fp: Reimplement PK(X) and UP(X) opcodes. The read back values are obviously in normalized range
- Confirmed with a GOW shader which writes result of UP8 to BGRA8 output
2017-12-01 21:00:50 +03:00
kd-11
de5a4fe083 rsx: Reimplement depth <-> RGBA reinterpretation code
- Implements proper channel order for fp24-ARGB8 conversion
- Takes swizzle remap into account when reconstructing source bytes
2017-12-01 21:00:50 +03:00
kd-11
af1d3c2aa6 rsx: Improve surface store resource management
- vk: Use frame testing to determine invalidated resources that can be safely deleted
2017-11-08 13:15:34 +03:00
kd-11
173d05b54f rsx: Optimizations
- Reimplement fragment program fetch and rewrite texture upload mechanism
-- All of these steps should only be done at most once per draw call
-- Eliminates continously checking the surface store for overlapping addresses as well

addenda - critical fixes
- gl: Bind TIU before starting texture operations as they will affect the currently bound texture
- vk: Reuse sampler objects if possible
- rsx: Support for depth resampling for depth textures obtained via blit engine

vk/rsx: Minor fixes
- Fix accidental imageview dereference when using WCB if texture memory occupies FB memory
- Invalidate dirty framebuffers (strict mode only)
- Normalize line endings because VS is dumb
2017-11-08 13:15:34 +03:00
Jake
e0d1ac676e rsx: invalidate surface store address when tile is unbound 2017-10-28 12:46:20 +03:00
kd-11
a8e1754fa4 rsx: Allow clear_surface command for depth-only passes. Removes invalidate cache hack 2017-10-19 12:22:52 +03:00
kd-11
89dcafbe41 rsx: Reimplement index buffer generation
- Emulate primitive restart in software whenever we get the chance
- Ensure PRIMITIVE_RESTART is never active when LIST topologies are active
- Reimplement TRIANGLE_FAN, POLYGON and QUAD expansion
2017-10-19 12:22:52 +03:00
kd-11
58860614e3 rsx/qt: Implement native window hooks for win32 windows to allow communication between WndProc thread and rsx::thread
- This communication is important in communicating window events. Helps properly synchronize swapchain management on vulkan and stops nvidia crashing
- Do not block the message queue lest the driver detect window as not responding
2017-10-12 13:51:29 +03:00
kd-11
12ab03b0b5 rsx/gl: Implement resolution scaling
rsx: Revise wpos calculation to take resolution scale into account
2017-10-09 20:25:41 +03:00
kd-11
6b96a2022a rsx: Add support for non-projective shadow sampling
- Fixes missing shadows in persona 5

vk: Enable polygon depth bias a.k.a polygonOffset
- Fixes shadow acne in persona 5
2017-09-21 16:17:06 +03:00
kd-11
deb590cb05 rsx/vk: Bug fixes
- 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
2017-09-21 16:17:06 +03:00
kd-11
2033f3f7dc rsx/vk/gl: Refactoring and reimplementation of blit engine
Fix rsx offscreen-render-to-display-buffer-blit surface reads
- Also, properly scale display output height if reading from compressed tile

gl: Fix broken dst height computation
- The extra padding is only there to force power-of-2 sizes and isnt used

gl: Ignore compression scaling if output is rendered to in a renderpass

rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP]
- TODO: Refactor more shared code into RSX/common
2017-09-21 16:17:06 +03:00
kd-11
fe5828cb47 rsx: Implement QUAD_STRIP
- QUAD_STRIP evaluates to TRIANGLE_STRIP in memory. The memory layout is identical.
- The only difference between the two modes would be the primitive_ID but that doesnt matter on RSX
- Its worth noting that results will be different between the two modes if input vertices are non-coplanar for every set of N verts
2017-08-26 21:53:54 +03:00
kd-11
f71f67c4ff rsx: Make fragment state dynamic to reduce shader permutations 2017-08-26 21:53:54 +03:00
Jake
4d5f98017f d3d12: ignore 0 sized rt dma copy 2017-08-19 12:27:53 +03:00
kd-11
d54c2dd39a gl: Move vertex processing to the GPU
- Significant gains from greatly reduced CPU work
- Also reorders command submission in end() to improve throughput

- Refactors most of the vertex buffer handling
- All vertex processing is moved GPU side
2017-08-16 23:58:30 +03:00
Jake
fff34a7f0f d3d12: Fix 0 sized framebuffer crashes 2017-08-02 01:33:12 +03:00
Jake
d9a693019b rsx/gcm: Implement rsx dma. Refactor gcm/rsx to not be as codependent 2017-08-02 01:33:12 +03:00
mp-t
607d2486ea Code review (#3114)
* 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.
2017-08-01 20:22:33 +03:00
kd-11
df8fa74e2a vulkan hotfix (#3046)
* Rework vertex attribute binding for vulkan. Allows always providing a buffer view to the pipeline even if the game has the attribute disabled as long as it is consumed by the vertex shader.
2017-07-22 01:54:28 +03:00
kd-11
2526626646 rsx: Surface cache bug fixes
- Properly handle data 'transfer' when recycling frame buffer images
- Clear 'recycled' surfaces before use
2017-07-19 23:28:33 +03:00
kd-11
05ffb50037 vk/rsx: Bug fixes and improvements
- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics

- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
 -- Fixes a crash about fog_c not being declared

gl/dx12/vk: Handle null fragment program

- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
 -- sleep(0) is a windows specific scheduler hint
2017-07-19 23:28:33 +03:00
kd-11
f69121116a rsx/vk: Optimize framebuffer lifetime management
- Significant gains due to avoiding aggressive create-delete cycles every frame
2017-07-19 23:28:33 +03:00
kd-11
3d935b64f2 rsx/gl/vk: Enable contents transfer when a new framebuffer is created and not cleared 2017-07-08 14:52:16 +03:00
kd-11
a69f19a9ab rsx/decompilers: Avoid std::endl like the plague. It adds extra processing overhead 2017-06-29 13:13:19 +03:00
kd-11
47e5074dc5 rsx: Emulated index buffers are based on vertex 0 with no disjoint ranges
- Drop the 'first' argument as it is unused for now
2017-06-29 13:13:19 +03:00
kd-11
74d8619240 dx12: Fix error reporting 2017-06-29 13:13:19 +03:00
kd-11
b2e906f4cc rsx: Code cleanup. Fixes several dozen warnings
- Wrap unused parameters as comments to prevent C1400
- Fix sized variable conversions with explicit casts
2017-06-22 23:36:15 +03:00
kd-11
98cf72e0fb rsx: Fix clip space computations 2017-06-22 23:36:15 +03:00
kd-11
db1a90d828 rsx: Discard surface store contents once per frame (temp workaround)
Need to find the proper command issued to discard all surfaces
2017-06-22 23:36:15 +03:00
kd-11
5f66d0b996 rsx/wip: Fix depth surface reuse and clearing (fixes shadows) 2017-06-22 23:36:15 +03:00
kd-11
701728ecd7 rsx: Fix depth-as-rgba read in fp 2017-06-22 23:36:15 +03:00
Nekotekina
f010b5b235 Configuration simplified 2017-05-20 16:01:48 +03:00
shameful
e93c4c42b6 fix for shader fog mode exponential2_abs (#2781)
* Update VKFragmentProgram.cpp

added missing exponent parameter

* fixed misplaced exponent in VKFragmentProgram.cpp

parameter that belonged to pow() was being passed to exp() instead, causing the shader compilation to fail

* fix for opengl fog_mode exponential2

same fix as the vulkan version

* directx fog_mode exponential2 fix

misplaced parameter

* directx fog_mode exponential2_abs fix

* vulkan fog_mode exponential2_abs fix

* opengl fog_mode exponential2 fix
2017-05-14 12:56:24 +08:00
kd-11
c5975d5f66 rsx: Vertex program output fixes 2017-05-12 20:10:03 +03:00