- Each desc manages its own lifetime now instead of relying on global timestamp check
- Fixes situation where same object remains active without update for long
- Separate displayed statistics from actual backend statistics.
Allows asynchronous flipping to work correctly as it just uses display stats.
The real stats are used by the frame scope marker to determine behavior like engaging the FIFO optimizer or skipping draw calls correctly.
- 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
- Do not allow offloader to handle its own faults. Serialize them on RSX instead.
This approach introduces a GPU race condition that should be avoided with improved synchronization.
- TODO: Use proper GPU-side synchronization to avoid this situation
vm::spu max address was overflowing resulting in issues, so cast to u64 where needed. Fixes#6145.
Use vm::get_addr instead of manually substructing vm::base(0) from pointer in texture cache code.
Prefer std::atomic_thread_fence over _mm_?fence(), adjust usage to be more correct.
Used sequantially consistent ordering in semaphore_release for TSX path as well.
Improved memory ordering for sys_rsx_context_iounmap/map.
Fixed sync bugs in HLE gcm because of not using atomic instructions.
Use release memory barrier in lwsync for PPU LLVM, according to this xbox360 programming guide lwsync is a hw release memory barrier.
Also use release barrier where lwsync was originally used in liblv2 sys_lwmutex and cellSync.
Use acquire barrier for isync instruction, see https://devblogs.microsoft.com/oldnewthing/20180814-00/?p=99485
- Multiple header files where missing #includes to other headers that
where used in the header. Correct header was included in correct
order in source files which caused everything to compile.
- Added missing #includes so header files correctly include all their
dependencies and fixes problems with IDEs being unable to parse
headers correctly due to missing symbols
- Index offset is ignored anyway and only used to calculate vertex attribute divisor index
- Specialized optimization for untouched xfer without primitive restart
- 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
- 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
- Tries to detect when FIFO preprocessing is beneficial and only enables optimizations if the benefit outweighs the cost
- Current threshold is at least 500 draw calls saved at over 2000 draw calls to justify the overhead
- TODO: More tuning for other CPUs
- 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