- Readback does not work at all with float textures on AMD openGL
Driver throws a bogus OUT_OF_MEMORY error regardless of amount of VRAM and system RAM available
- vk: Clear dirty textures before copying 'old contents' in case the old data does not fill the new region
- rsx: Properly decode border color - seems to be in BGRA format
- vk: better approximation of border color to better choose between the presets
- vk: Individually clear color images outside render pass and without scissor
- vk: Fix renderpass selection for clear overlay pass
- vk: Include scissor region when emulating clear mask
NOTES:
- vk: Completely avoid using vkClearXXXXimage - its 'broken' on nvidia drivers
Spec is vague about the function so its not an actual bug
ClearAttachment is clearly defined as bypassing bound state which works correctly
- TODO: Implement memory sampling to simulate loading precleared memory if cell used memset to preinitialize the framebuffer
Autoclear depth to 1|255 and color to 0 is hacky!
- gl/vk: Fix subresource copy/blit
- gl/vk: Fix default_component_map reading
- vk: Reimplement cell readback path and improve software channel decoder
- Properly name the subresource layout field - its in blocks not bytes!
- Implement d24s8 upload from memory correctly
- Do not ignore DEPTH_FLOAT textures - they are depth textures and abide by the depth compare rules
- NOTE: Redirection of 16-bit textures is not implemented yet
Primary:
- Fix SET_SURFACE_CLEAR channel mask - it has been wrong for all these
years! Layout is RGBA not ARGB/BGRA like other registers
Other Fixes:
- vk: Implement subchannel clears using overla pass
- vk: Simplify and clean up state management
- gl: Fix nullptr deref in case of failed subresource copy
- vk/gl: Ignore float buffer clears as hardware seems to do
- Ignore unlocked blit sections [TODO]
- Do not attempt blit on hw if bytesize is unsupported
- gl: Implement typeless memory transfers
Uses pbo to handle type-agnostic memory transfer
- Mainly affected are colormasks and read swizzles
NOTES:
- Writes to G write to the second and fourth component (YW)
- Writes to B write to first and third component (XZ)
- This means the actual format layout is BGBG (RGBA) making RG mapping actually GR
- Clear does not seem to have any intended effect on this format (TLOU)
Fixes the following issues on Tales of Vesperia which requires SRM.
- Blacked out scene after the sleeping dog now renders correctly
- Ghosting effect. The ghosting was most noticeable as a delay between the character rendering and the cell shading around the character. This appears to be gone with this change.
- GL queries share the target binding (not asynchronous!)
- Discard active queries by closing them, leave closed queries alone (nothing to be done for discard op)
- Reimplements render target views used for sampling
- Optimizes access using an encoded control token
- Adds proper encoding for 24-bit textures (DRGB8 -> ORGB/OBGR)
- Adds proper encoding for ABGR textures (ABGR8 -> ARGB8)
- Silence some compiler warnings as well
- TODO: Real texture views for OGL current method is a hack
- Separate TXB from TXL: They are completely different!
- Properly perform TMU emulation in the fragment shader. Implemens SRGB conversion and alphakill at the moment
- Properly perform ROP emulation in the fragment shader. Implements FRAMEBUFFER_SRGB. While support on the chip looks to be incomplete (and wierd), it does work
- Document some more bits in SHADER_CONTROL register
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
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
- 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