rsx: Blit engine improvements
- Always handle blits to and from framebuffers through the GPU
- Handle depth surfaces properly when using GL
- Check for format mismatches when blitting to the surface store [WIP]
Fix rsx offscreen-render-to-display-buffer-blit surface reads
- Also, properly scale display output height if reading from compressed tile
gl: Fix broken dst height computation
- The extra padding is only there to force power-of-2 sizes and isnt used
gl: Ignore compression scaling if output is rendered to in a renderpass
rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP]
- TODO: Refactor more shared code into RSX/common
rsx/vk/shaders_cache: Move vp control mask to dynamic state
rsx/vk/gl: adds a shader cache for GL. Also Separates pipeline storage for each backend
rsx: Add more texture state variables to the cache
- Significant gains from greatly reduced CPU work
- Also reorders command submission in end() to improve throughput
- Refactors most of the vertex buffer handling
- All vertex processing is moved GPU side
- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics
- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
-- Fixes a crash about fog_c not being declared
gl/dx12/vk: Handle null fragment program
- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
-- sleep(0) is a windows specific scheduler hint
- vk: Do not select first available format when choosing a swapchain format
- gl/vk: Ignore rendering zero sized framebuffers/scissors
- fp: Re-enable range clamp on fp16 registers; fix fx12 clamping [-2, 2]
Improve scaling and separate sampler state from texture state
gl: Unify all texture cache objects under one structure separate by use case
gl: Texture cache fixes
- Acquire lock when finding matching textures
- Account for swizzled surfaces when deciding whether to cpu memcpy
- Handle swizzled images on the GPU