- 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
- Tagged eventIDs can be used to safely delete resources that are no
longer used
- TODO: Expand gc to collect images as well
- TODO: Fix the texture cache to avoid over-allocating image resources
- Just use a semaphore and let the driver handle it instead of manual framepacing.
We lose framepace control but drivers have matured in the past few years so it should work fine.
- Removes CPU-only transforms that broke GPU-side code.
-- Channels in GPU compute are laid out in cell-order, but CPU was uploading in favorable order and compensating with swizzles.
-- This leads to 2 different layouts depending on the location of the data (CPU vs GPU)
- Implement R8G8_R8B8 interleaved format decode
- General improvements
- Batch dma transfers whenever possible and do them in one go
- vk: Always ensure that queued dma transfers are visible to the GPU before they are needed by the host
Requires a little refactoring to allow proper communication of the commandbuffer state
- vk: Code cleanup, the simplified mechanism makes it so that its not necessary to pass tons of args to methods
- vk: Fixup - do not forcefully do dma transfers on sections in an invalidation zone! They may have been speculated correctly already
- Properly wait for the buffer transfer operation to finish before map/readback!
- Change vkFence to vkEvent which works more like a GL fence which is what is needed.
- Implement supporting methods and functions
- Do not destroy fence by immediately waiting after copying to dma buffer
- Blit operations do format conversion automatically which is NOT what we want!
- Scale onto temp buffer with similar format before performing data cast.
- Avoid tagging and rely on read/write barriers and the dirty flag mechanism. Testing is done with a weak 8-byte memory test
- Introducing new data when tagging breaks applications with race conditions where tags can overwrite flushed data
- 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
- 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
- Implements a mirror view of D24S8 data that accesses the stencil components.
Finishes the implementation of TEX2D_DEPTH_RGBA as the stencil component was previously missing from the reconstructed data
- Add a few missing destructors
Image classes are inherited a lot and I forgot to make the dtors virtual
Fixes VRAM leaks and incorrect destruction of resources, which could
lead to drivers crashes.
Additionally, lock_memory_region is now able to flush superseded
sections. However, due to the potential performance impact of this
for little gain, a new debug setting ("Strict Flushing") has been
added to config.yaml