gl/vk: Bump shader cache version
gl/vk: Disable anisotropic override when strict mode enabled as it is proven to alter some games negatively
gl: Clamp buffer view range to not exceed the backing buffer size. Also add assert for the same condition
- Track asynchronous operations in RSX core
- Add read barriers to force pending writes to finish.
Fixes zcull delay flicker in all UE3 titles without forcing hard stall
- Increase zcull latency as all writes should be synchronized now
- ZCULL unit emulation rewritten
- ZCULL reports are now deferred avoiding pipeline stalls
- Minor optimizations; replaced std::mutex with shared_mutex where contention is rare
- Silence unnecessary error message
- Small improvement to out of memory handling for vulkan and slightly bump vertex buffer heap
- Removes the duplicate local_transform_constants
- Resets the transform constants on every context reset
- Simplifies the code abit which should make it faster
- NOTE: Transform constants are persistent across context re-init events (VF5)
- TODO: Alot of work is still needed to execute draw commands out of order
Thats the only solution to games sending many draw calls with high frequency of state changes
- Adds support for compilation on MAC with moltenVK. Note that vulkan does
not work on MacOS yet. There are two main blockers:-
1) Texture component swizzles are not supported except for
RGBA8_UNORM->BGRA8_UNORM.
2) There is a bug in their SPIR-V -> MSL generator.
GLSL.std.450.xxxx functions are not implemented which breaks rpcs3
functionality. Trying to compile a vertex shader will throw because
unpackHalf2x16 is missing.
- According to NV_fragment_program spec, registers are zero initialized always
- A program even without writing to these registers will have black (0, 0, 0, 0) output
Confirmed behaviour with MotorStorm games. Their engine uses this quirk to clear color buffers when doing depth replace
Might be an unfixed game bug
According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries
NOTE: NV_fragement_program precedes NV_fragment_program2 which is very
close to what RSX consumes. It is hardware from that era afterall
- Forces Bitcast of texture data if input format cannot possibly be the
same as the existing texture format
- rsx: Other minor improvements to texture cache :-
- remove obsolete blit engine incompatibility warning. The texture will be re-uploaded if it is indeed incompatible
- Implement warn_once and err_once to avoid spamming the log with systemic errors
- Track mispredicted flushes
- Reswizzle bitcasted texture data to native layout
TODO: Also needs reshuffle according to input remap vector
- A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents
- Allos masking off attachment writes that are unmodified in the shader
- gl: Do not call makeCurrent every flip - it is already called in set_current()
- gl: Improve ring buffer behaviour; use sliding window to view buffers larger than maximum viewable hardware range
NV hardware can only view 128M at a time
- gl/vk: Bump transform constant heap size When lots of draw calls are issued, the heap is exhaused very fast (8k per draw)
- gl: Remove CLIENT_STORAGE_BIT from ring buffers. Performance is marginally better without this flag (at least on windows)
- Identify depth textures reaching the gpu via shader_read upload path
- Use correct timestamp counter for opengl
- inline draw_state::test_property because msvc doesnt do it for us
- Do not bother rechecking the dirty sampler pool for hits. Its faster to create new sampler than to search the pool
- Reserve some memory on vertex layout struct to reduce reallocation penalty
* [sysutil] Add Magnetometer system param
* [ui] Add UI for Move handler
Current options are "Null" and "Fake".
* cellGem: Improvements
* cellCamera: Improvements
Use atomic variable to sync TTY size
Implement console_putc (liblv2)
Write plaintext instead of HTML
Slightly improve performance
Fix random line breaks in TTY
* Made GDB debugger working with IDA
* Added async interrupts support
* Report proper thread after pausing
* Support attaching debugger before running app
- Adds support for abstract implementations
- Adds native windowing implementations for WIN32 and X11 as fallbacks
when present support is lacking (headless configs)
- For some reason the hardware forgets that primitive restart is enabled and tries to actually read vertex index 65535
- Works correctly if uint32 vertex indices are used instead of uint16 for cases where primitive restart is active
- 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
Six instructions changed to use xmm registers instead of gpr.
ROTQBII, ROTQMBII, SHLQBII look better (shifts by imm)
ROTQBI, ROTQMBI, SHLQBI changed for consistency (shifts by variable)
Only AVX-512 path is changed (third version).
This instruction is extremely rare.
And the code is probably not optimal.
So this commit is pretty useless.