Commit graph

59 commits

Author SHA1 Message Date
kd-11 2b5c24b304 gl: Fix memory barrier implementation and stub for RCB/RDB
- It's a miracle it even compiled
2020-02-06 17:54:05 +03:00
Nekotekina 377e7d2a73 C-style cast cleanup VI 2019-12-04 17:56:22 +03:00
kd-11 cb362b4085 rsx: Runtime check on RTT cast 2019-10-17 02:30:03 +03:00
kd-11 e334a43169 rsx: Fix surface cache hit tests
- Avoid silly broken tests due to queue_tag being called before pitch is initialized.
- Return actual memory range covered and exclude trailing padding.
- Coordinates in src are to be calculated with src_pitch, not required_pitch.
2019-08-28 14:54:51 +03:00
kd-11 5e299111cc rsx/vk: Restructure surface access barriers and implement RCB/RDB
- Implements render target data load (aka Read Color Buffer/Read Depth Buffer)
- Refactors vulkan surface barrier to be much cleaner.
- Removes redundant surface barrier invocations after doing a merged load
  from surface cache.
- Adds explicit access modes when gathering surfaces from cache.
2019-08-18 20:45:48 +03:00
kd-11 a0f0c418d7 gl:Implement proper support for packed 16-bit rendertargets
- Also some minor refactoring
2019-08-15 14:00:17 +03:00
kd-11 998717659f rsx: Fix reference leak when cloning surfaces 2019-07-17 13:29:42 +03:00
kd-11 009e01a347 rsx: Set up for multi-section inheritance 2019-07-17 13:29:42 +03:00
kd-11 50736263d2 gl: Fix native pitch computation 2019-07-08 18:04:56 +03:00
Lassi Hämäläinen c963c51a60 Remove unnecessary header includes
- Manually removed lot of unneeded #includes to clean code and reduce
  compilation time
- Reordered some of the #includes to be in more logical order
2019-06-25 17:11:10 +03:00
kd-11 8a1cf2c913 rsx: Attempt to reduce stencil load overhead for nvidia cards 2019-06-14 16:19:52 +03:00
kd-11 4a5bbba277 rsx: Enable MSAA
- vk: Enable depth buffer resolve+unresolve
- vk: Add AMD stenciling extension support
- rsx: Temporarily disables MSAA-compatible hacks such as transparency AA
- TODO: Add paths to optionally disable MSAA
2019-06-14 16:19:52 +03:00
kd-11 f6f3b40ecc rsx: Fix AA coordinate transforms
- Requires native_pitch value to take samples into account
2019-06-14 16:19:52 +03:00
kd-11 655eff29e8 rsx: Refactoring and cleanup after d3d12 separation
- Remove deprecated functionality
- Refactor to share code between common routines
2019-06-14 16:19:52 +03:00
kd-11 0d906d6974 rsx: Remove surface aa_mode hacks 2019-06-14 16:19:52 +03:00
scribam a02a8642b0 rsx: Apply Clang-Tidy fix "modernize-make-unique" 2019-06-12 15:11:52 +03:00
kd-11 214bb3ec87 rsx: Always initialize memory unless it is guaranteed to be wiped 2019-05-16 19:25:26 +03:00
kd-11 88290d9fab rsx: Hack around using data regions as transfer targets 2019-05-16 19:25:26 +03:00
kd-11 4182f9984d rsx: Propagate split section information back to the texture cache 2019-05-16 19:25:26 +03:00
kd-11 4b443be881 rsx: Fix self-intersection with previous occupant of the address being replaced 2019-05-16 19:25:26 +03:00
kd-11 b840f6da28 [WIP] rsx: Use a sane reference counting model 2019-05-16 19:25:26 +03:00
kd-11 88c20afd3a rsx: Implement unaligned surface inheritance with hierachial contribution
- Allows render targets to behave like stacked 3D views same as shader inputs are resolved
- Basically implements most of 'Read Color/Depth Buffers" option for 'free'.
- Allows splitting RTV/DSV resources if they are superceded by a partial surface
- Also allows intersecting new resources through the surface cache for proper inheritance from other scattered data
- TODO: Refactor bind_surface_as_rtt and bind_surface_as_ds to reduce asinine code duplication
2019-05-16 19:25:26 +03:00
kd-11 dbc8e70ddd rsx: Silence some compiler noise 2019-03-22 21:27:15 +03:00
kd-11 adc59f9810 rsx: Fix blit transfers when texel sizes mismatch
- Also refactors some bpp handling code
- Simplify texture intersection test to use a normalized/uniform coordinate space
- Fix broken bounds checking as well
2019-03-22 21:27:15 +03:00
kd-11 b879b32271 rsx: Fix bpp calculation taking resolution scaling into account
- Do not rely on image->width(), use surface_width() instead for unscaled values
- Refactor/clean GL rendertarget class a bit
2019-03-20 10:05:54 +03:00
kd-11 74eeacd091 vk/gl: Improve memory tag sync and test
- Properly pass parameters such as rsx-pitch to the surface store
- Do not crash if a surface fails verification in flip, use fall-back instead
2019-03-17 21:50:11 +03:00
kd-11 a80f1a6ed4 gl: Fix memory tag sampling
- Also fixes a bad arg passed to glClearBuffer
2019-03-10 16:09:05 +03:00
kd-11 3a071a9c07 rsx: Texture search rewrite
- Perform a full search across all resource types as needed without
taking too many shortcuts/hacks
2019-03-10 16:09:05 +03:00
kd-11 2a62fa892b rsx: Texture cache refactor
- 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
2019-01-06 10:44:40 +03:00
kd-11 15d5507154 rsx: Rewrite memory inheritance transfers
- 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
2019-01-06 10:44:40 +03:00
kd-11 15488eb247 rsx: Avoid unnecessarily touching framebuffer memory
- 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.
2019-01-06 10:44:40 +03:00
kd-11 2b6e6a9ae9 gl: Fix problems with framebuffer reuse
- Matching attachments with resource id fails because drivers are reusing
  handles!
- Properly sets up stale fbo ref counting and removal
- Properly sets up resource reference test with subsequent removal to
  avoid using a broken fbo entry
2018-09-21 16:32:23 +03:00
kd-11 8695f95267 rsx: Reimplement cached textures and their views 2018-07-22 17:19:59 +03:00
kd-11 1ddcad4fa4 facepalm
- Fix openGL regression
2018-07-09 13:06:00 +03:00
kd-11 3150619320 rsx: Preserve read AA state separate from write AA state
- 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
2018-06-08 22:17:50 +03:00
scribam 04ad49de4d typos 2018-05-14 21:14:39 +04:00
kd-11 6d46ac1ad6 gl: Reimplement textures
- Separate texture data from texture views
2018-04-25 19:14:36 +03:00
kd-11 887ea43e39 rsx: Fix some texture cache problems
- gl/vk: Properly handle remapping temporary resources
2018-03-25 13:31:06 +03:00
kd-11 321c360dcb rsx: Overhaul rendertarget sampling/shuffles
- Reimplements render target views used for sampling
- Optimizes access using an encoded control token
- Adds proper encoding for 24-bit textures (DRGB8 -> ORGB/OBGR)
- Adds proper encoding for ABGR textures (ABGR8 -> ARGB8)
- Silence some compiler warnings as well
- TODO: Real texture views for OGL current method is a hack
2018-03-25 13:31:06 +03:00
kd-11 9f416e5ce1 rsx/gl/vk: Obey channel remapping on framebuffer resources if requested 2018-03-25 13:31:06 +03:00
kd-11 98e50d3064 gl: Reuse framebuffer textures whenever possible 2018-02-16 16:14:54 +03:00
kd-11 33f3a3e014 rsx: Major fixes
- Handle aliased depth + color target by disabling depth writes. This looks to be the correct way
- Add support for generic passes that cannot be done using general imaging operations. Lays the framework for tons of features and effects
- Implement RGBA->D24D8 casting. Sometimes games will split depth texture into RGBA8 then use the new RGBA8 as a depth texture directly
-- This happens alot in ps3 games and I'm not sure why. Its likely the ps3 did not sample fp values with linear filtering so this is a workaround
-- Only implemented for openGL at the moment
-- Requires a workaround for an AMD driver bug
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 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 e37a2a8f7d rsx: Texture cache fixes and improvments
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
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 c0409a819e gl: Workaround for depth/color format mismatch when using hardware blit 2017-08-16 23:58:30 +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 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 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