- Calculate exact sizes when doing hit tests to avoid false negatives
- Defer page checking until actually require to do memory setup
- Introduce align2 helper to do non-pow2 alignments
- Allow use of intrinsics when SSSE3 and SSSE4.1 are not available in the build target environment
- Properly separate SSE4.1 code from SSSE3 code for some older proceessors without SSE4.1
- With harmonization between all texture types implemented, there is no difference between blit_engine_src and shader_read for supported formats
- Adds extra format filtering to ensure no conflicts when copying data
- While the mask for surface_a is at index 0, the surface cache expects the order to be maintained correctly!
Set the correct mask since surface store now checks each RTT individually
- 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.
- This allows creating buffers with no MAP bits set which should ensure they are created for VRAM usage only
- TODO: Implement compute kernels to avoid software fallback mode for pack/unpack operations
- Fix 2D coordinate sampling of W coordinate.
W is actually HPOS.w and not 1. Z is however always 0.
- Optimize register usage a bit
Disassembling compiled SPV shows that global declaration results in less ops than using inout modifiers. Modifiers generate extra mov instructions.
- Fix reading of varying registers in FP
Different registers have different behavior
- Always write to varying registers. If a register is not written to, it is initialized to (0, 0, 0, 1)
- Reimplements two-sided lighting correctly without hacks
- Also bumps shader cache version
- Properly commit orphaned blocks not invalidating existing cache structures
- Do not ignore overwritten objects when commiting as unprotected fbo. Avoids stale references to invalidated surface objects.
- Load into memory as straightforward BGRA
- Fixes a bug in vulkan caused by byte shuffling in blit engine vs shader access
- Removes the need for memory shuffling when transferring into a rendertarget
- 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.
- Further improve aliased data preservation by unconditionally scanning.
Its is possible for cache aliasing to occur when doing memory split.
- Also sets up for RCB/RDB implementation
- After splitting, the sections may not be referenced at all for anything other than just pixel storage
- In such cases, either merge down or sample from the upstream source instead