- 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
- Texel borders are no longer actually supported in modern APIs
- Removes the border texels and uses border color instead which is incorrect but should work fine
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
Prefer vm::ptr<>::ptr over vm::get_addr.
Prefer vm::_ptr/base over vm::g_base_addr with offset.
Added methods atomic_t<>::bts and atomic_t<>::btr .
Removed obsolute rsx:🧵:Read/WriteIO32 methods.
Removed wrong check in semaphore_release.
Added handling for PUTRx commands for RawSPU MFC proxy.
Prefer overloaded methods of v128 instead of _mm_... in VPKSHUS ppu interpreter precise.
Fixed more potential overflows that may result in wrong behaviour.
Added io/size alignment check for sys_rsx_context_iounmap.
Added rsx::constants::local_mem_base which represents RSX local memory base address.
Removed obsolute rsx:🧵:main_mem_addr/ioSize/ioAddress members.
- Remove string comparisons from the hot-path!
- Use attribute streaming and push constants to avoid forcing a descriptor block copy every other draw call/pass.
While this isn't so bad on nvidia cards, it makes AMD cards a slideshow.
- 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
- TODO: Option to completely skip clamping in some architectures as it is not needed in most games
- Mostly affects older GPUs that do not have access to native fp16
- Ensures the current renderpass matches the image properties even when a cyclic reference is detected
- Solves SDK debug output error spam due to mismatching layouts and renderpasses