- Fix for texture barriers
- vulkan: Rework texture cache handling of depth surfaces
- Support for scaled depth blit using overlay pass
- Support proper readback of D24S8 in both D32F_S8 and D24U_S8 variants
- Optimize the depth conversion routines with SSE
- vulkan: Replace slow single element copy with std::memcpy
- Check heap status before attempting blit operations
- Bump guard size on upload buffer as well
- Implement flush-always behaviour to partially fix readback from a currently bound fbo
- Without this, only the first read is correct, as more draws are added the results become 'wrong'
- Fixes WCB and cpublit behviour
- Synchronize blit_dst surfaces to avoid data loss when gpu texture scaling is used
- Its still faster in such cases to disable gpu texture scaling but some types cannot be disabled without force cpu blit (e.g framebuffer transfers)
- Memory management tuning
- rsx: on-demand texture cache rescanning for unprotected sections
- rsx: Only framebuffer resources are upscaled
- Do not resize regular blit engine resources
- Lazy initialize readback buffer when using opengl
-- These measures should help minimize vram usage
- For some surfaces, dimensions are passed via the log2 bits rather than surface pitch
-- This is similar to the setup for nv406e and probably means the surfaces are padded and swizzled
- Do not assume texture2D when creating new textures
- Flag invalid texture cache if readonly texture is trampled by fbo memory.
Avoids binding a stale handle to the pipeline and is rare enough that it should not hurt performance
- Do not add unused subroutines in shaders unless necessary
-- makes shaders easier to read and disassembled spir-v has less clutter
- glsl: Replace switch block with lookup table
- vulkan: Do not assume an aux frame context must exist in a well defined state as set in init_buffers() since the request might be external (via overlays path)
- gl: Do not bother waiting for idle before servicing external flip requests
- gl: Queue overlay cleanup requests to ensure only glthread attempts touching the context
- overlays: Do not compute size metrics for invalid/unsupported glyphs
- opengl driver optimization for nvidia. On nvidia glTextureBufferRange performance is horrendous
-- Initialize texture buffer to whole buffer at startup and use absolute offsets to read data instead
-- Over 2x performance in some cases (Resogun, TNT racers)
- gl/vk: Do not flip non-existent display buffers. Fixes spec violation at boot in TNT racers demo
- whitespace fixes for sys_rsx
- Implement low bit decode override flags for 2-component textures
- Properly implement alot of texture remaps according to the autotest results
rsx: Do not unnecessarily shuffle WZYX->RGBA unless we have proof
- From looking at format swizzles, this is incorrect
- 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]
- Track last working state and reset to it if RSX starts to desync
-- This is especially useful when running vulkan since the renderer will easily outpace the rest of the system when merely recording draw commands
- Ignore empty sets
-- Mark empty/invalid IB sets as having 0 element counts.
- 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
- Sometimes square renders are done to surfaces with pitch=64 and re-uploaded with swizzle scanning
-- This setup avoids discarding targets if they are square and pitch == 64
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
- Zeta pitch is ignored by real HW for some reason
- Monitor ptch value changes as well since they may affect disabled surfaces
- TODO: Verify if MRT pitch is really taken into consideration