- Fix incorrect memory requirement calculation for D32FS8X24_PACK64 data type on GL
- Removes a lot of spaghetti code in GL backend from years of accumulation
- Retires several now-useless methods from RSX util toolbox
- Currently this conversion is being done on the CPU to reuse as much code as possible.
The expectation is that this almost never happens, so there is not point in increasing maintenance burden by adding compute paths
- 16-bit channel formats have special 0x4|0xE encoding for only 2 channels, not 4
- float textures do not take any remapping and crash if you try it.
Depth float textures work fine though.
- 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
- Load into memory as straightforward BGRA
- Fixes a bug in vulkan caused by byte shuffling in blit engine vs shader access
- Removes the need for memory shuffling when transferring into a rendertarget
- Removes CPU-only transforms that broke GPU-side code.
-- Channels in GPU compute are laid out in cell-order, but CPU was uploading in favorable order and compensating with swizzles.
-- This leads to 2 different layouts depending on the location of the data (CPU vs GPU)
- Implement R8G8_R8B8 interleaved format decode
- General improvements
- gl: Properly initialize and manage sampler states
- gl/vk: Snap overlay elements to pixel grid by aligning to pixel centers
- overlays: Disable grid snapping in stb since its now handled in the backend
- 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
- Adds proper support for vertex textures, including dimensions other than 2D textures
- Minor analyser fixup, removes spurious 'analyser failed' errors
- Minor optimizations for program state tracking
- 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!