Commit graph

311 commits

Author SHA1 Message Date
kd-11 0a2992839b rsx/gl/vk: Simulate z clipping with selective depth clamp
- The scale offset matrix is fine but on real hardware the z results seem to be independent of near/far clipping distances
-- If depth falls within near/far, clamp depth value to [0,1]
2018-01-19 12:03:57 +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
kd-11 d496dbecad rsx: Implement depth clamping 2017-12-31 12:43:40 +03:00
kd-11 688569e5c8 gl: Remove flag test optimization as it does not work properly
- Most texture cache operations will break sampler state and the extra complexity is not worth the very small speed bump
2017-12-31 12:43:40 +03:00
kd-11 b1a1c0251f rsx: Implement variable point size 2017-12-18 10:45:37 +03:00
kd-11 6891323c18 rsx: framebuffer textures do not have mipmaps!
- Force mipmap count to 1 if sampling from an RTV/DSV
- TODO: Better wcb flush detection, it should be better to re-upload the texture after it has been dwnloaded if expected mipmaps are > 1
2017-12-18 10:45:37 +03:00
kd-11 960f26f84e rsx:: fixes for framebuffer setup
- provide a DSV if depth and/or stencil testing is enabled
2017-12-04 18:22:18 +03:00
kd-11 75d0ff177d gl: Avoid null deref 2017-12-01 21:00:50 +03:00
kd-11 07fe5f87ae gl: Fix face winding
- Face winding is always calculated based off the top left corner
2017-12-01 21:00:50 +03:00
kd-11 680ca1d12a rsx: Zcull refactoring and vulkan implementation 2017-12-01 21:00:50 +03:00
kd-11 07f61db24a rsx: Try to take the context for the surface creation into account 2017-12-01 21:00:50 +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 b2a7eee1ec rsx: Bump shader cache ver and fix blit engine crash
- Disables blit operations if the target will have a size of 0 in any dimension
- Bumps shader cache ver to 1.1
2017-11-09 14:39:50 +03:00
kd-11 242611aa46 gl/qt: Catch segfaults in wglDeleteContext with SEH (AMD windows driver)
- In rare cases the driver derefs a nullptr and dies, taking the emulator with it
- From testing, it seems the vram is indeed freed when this happens so its "safe" to continue
2017-11-08 13:15:34 +03:00
kd-11 0d35363ea0 rsx: Minor optimization - dont update sampler state if texture state registers have not changed 2017-11-08 13:15:34 +03:00
kd-11 75504b3f5e rsx: Rework context handling and stop leaking the GL ccontext
- GL contexts are external handles that require manual lifecycle management
2017-11-08 13:15:34 +03:00
kd-11 60c7a508a7 rsx: Refactor create_subresource_view(deferred_subresource&) and implement a subresource cache
- This limits the number of times an image is copied and improves performance
2017-11-08 13:15:34 +03:00
kd-11 1fa18757fc rsx: Implement render-to-cubemap; Also simplify unnormalized samplers [WIP, DELETE SHADER CACHE, VERY SLOW]
- Enables real-time cubemap reflections
- TODO: Vulkan is broke; rsx is very slow with this feature
2017-11-08 13:15:34 +03:00
kd-11 0961a43997 rsx: Implement 1D<->2D image type casts 2017-11-08 13:15:34 +03:00
kd-11 2385029eab gl: Shift code around to increase work done after memory transfer operations
- The current code is slower because memory operations are too close to their draw calls
-- This is mainly an issue with proprietary AMD drivers
2017-11-08 13:15:34 +03:00
kd-11 eed55a446c rsx: Minor optimization
- Defer resolving image copy operations to the binding step
2017-11-08 13:15:34 +03:00
kd-11 b95630d84a rsx: Minor fixups
- Optimize framebuffer memory invalidate conditions
- Fix texture sampling of AA textures (wider by 2x surfaces)
2017-11-08 13:15:34 +03:00
kd-11 ec3e5c547f rsx: More fixes
- Tag surface store to help determine when contents have been invalidated
- Crop framebuffer textures if they are not the requested dimensions!
2017-11-08 13:15:34 +03:00
kd-11 963a87fed5 rsx: Critical fixes
- Remove generic throws from the rsx pipeline. Stops the rsx thread from silently dying leaving the emulator in a hung state
- Hackplement add_signed and reverse_subtract_signed blend modes
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
kd-11 31b07f2c5c rsx: Tweaks
- Optimize get_surface_subresource
- Add check_program_status time to draw call setup statistics. It can slow down games significantly
2017-11-02 14:35:19 +03:00
kd-11 361e80f7dc rsx: Tag cache blocks returned on access violation to validate data passed
to flush_all is up to date. Should prevent recursive exceptions

Partially revert Jarves' fix to invalidate cache on tile unbind. This will
need alot more work. Fixes hangs
2017-10-29 15:25:17 +03:00
kd-11 ce2b790d8f rsx/qt: GsFrame improvements
- Identify minimize/restore events as separate from regular resize and do not react to them
- Enable message queue consumption after loading the shaders cache. Also hides the frame in this step
-- This fixes the 'start fullscreen' bug when running vulkan
2017-10-29 15:25:17 +03:00
kd-11 055f0e2e4a rsx: Export more information about affected cache sections when handling violations
- This allows for better handling of deferred flushes.
-- There's still no guarantee that cache contents will have changed between the set acquisition and following flush operation
-- Hopefully this is rare enough that it doesnt cause serious issues for now
2017-10-28 13:26:16 +03:00
kd-11 bf234dc668 rsx: Implement memory tags for strict mode to validate render target memory 2017-10-28 13:26:16 +03:00
Jake e0d1ac676e rsx: invalidate surface store address when tile is unbound 2017-10-28 12:46:20 +03:00
kd-11 d53673c6f7 rsx: Disable draw call batching when strict mode is enabled
- Minor bugs have been observed with it always enabled
2017-10-26 00:35:45 +03:00
kd-11 e9f293f522 rsx: Improve separate treatment of write exceptions vs read exceptions
- Optimizes search functionality and avoids thrashing valid sections
2017-10-24 22:59:09 +03:00
kd-11 7a5c88a8d1 rsx: Only transfer framebuffer contents if memory contents are compatible 2017-10-24 22:59:09 +03:00
kd-11 0de0dded53 rsx: Texture fixes continued
- Fix buffer invalidate behaviour (wcb)
- Disable auto rebuild with only framebuffer storage getting rebuilt
- Fix vulkan subresource sampling
2017-10-24 22:59:09 +03:00
kd-11 5e58cf6079 rsx: Restructuring [WIP]
- Refactor invalidate memory functions into one function
- Add cached object rebuilding functionality to avoid throwing away useful memory on an invalidate
- Added debug monitoring of texture unit VRAM usage
2017-10-24 22:59:09 +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 5db45c3699 rsx: More fixes
- Workaround for AMD glMultiDrawArrays bug
- Disable disjoint command submission when multidraw support is disabled
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 5a03db7d2e rsx: Improve memory protection behavior when strict mode is off 2017-10-10 12:10:41 +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 393e3b702f rsx: Clean up debug overlays. Add unreleased textures metric to track texture memory 2017-09-23 16:46:41 +03:00
kd-11 3499d089e7 rsx: Texture cache fixes and improvements
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
2017-09-21 16:17:06 +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 3836b40bf7 rsx: Fixups 2017-09-21 16:17:06 +03:00
kd-11 45d0e821dc gl: Minor optimizations
rsx: Texture cache - improvements to locking
rsx: Minor optimizations to get_current_vertex_program and begin-end batch flushes
rsx: Optimize texture cache storage
- Manages storage in blocks of 16MB
rsx/vk/gl: Fix swizzled texture input
gl: Hotfix for compressed texture formats
2017-09-21 16:17:06 +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 07c83f6e44 gl: cleanup; fix program linkage on mesa using GL_ARB_explicit_uniform_location, also make use of ARB_multidraw 2017-09-21 16:17:06 +03:00