- opengl driver optimization for nvidia. On nvidia glTextureBufferRange performance is horrendous
-- Initialize texture buffer to whole buffer at startup and use absolute offsets to read data instead
-- Over 2x performance in some cases (Resogun, TNT racers)
- gl/vk: Do not flip non-existent display buffers. Fixes spec violation at boot in TNT racers demo
- whitespace fixes for sys_rsx
- Track last working state and reset to it if RSX starts to desync
-- This is especially useful when running vulkan since the renderer will easily outpace the rest of the system when merely recording draw commands
- Ignore empty sets
-- Mark empty/invalid IB sets as having 0 element counts.
- Emulate primitive restart in software whenever we get the chance
- Ensure PRIMITIVE_RESTART is never active when LIST topologies are active
- Reimplement TRIANGLE_FAN, POLYGON and QUAD expansion
- Updates vulkan to use GPU vertex processing
- Rewrites vulkan to buffer entire frames and present when first available to avoid stalls
- Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access
- Discards incomplete cb at destruction to avoid refs to destroyed objects
- Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready
- Manage frame contexts separately for easier async frame management
- Avoid wasteful create-destroy cycles when sampling rtts
- 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
* Fix always-true conditions in sceNp module
* gl_render_targets: useless check on unsigned variable, possible bug
* fixed UB in crypto utility functions
* copy-paste error in vk::init_default_resources
* pass strings by const ref
* Dont copy vectors. Make sure copies are not needed because functions are used in a multi-threaded context.
* Rework vertex attribute binding for vulkan. Allows always providing a buffer view to the pipeline even if the game has the attribute disabled as long as it is consumed by the vertex shader.
* gl: Only bind attrib textures on thread startup
* gl: Persistent mapped buffers
* gl: Fix emulated primitives in an inlined array
* gl: Do not re-update program information every draw call
* gl/vk: s1 type is signed normalized not unsigned normalized
* gl/rsx: Allow disabling of persistent buffers for debugging
gl: Large heap size is more practical
gl: Fix a bug with legacy opengl buffers
* gl/rsx: Allow emulation of unsupported attribute formats
* gl: Fix typos and remove dprints
gl: cleanup debug prints
* ui: Move the GL legacy buffer toggle to the left pane
* vk/gl: Fix cmp type, its range is [-1,1] not [0,1] SNORM_INT
* gl/rsx: Implement platform-agnostic text overlays
gl: Restore performance metrics using new text out helper
gl/rsx: Refactor text generation class
* vk: Enable text overlay
gl/vk: Polish overlay counters implementation
gl: Better resource shutdown for text writer
* gl: Optimization, do not rebind TIUs every frame. Speedup
* gl: Optimizations and improvements to vertex upload code
* gl/vk: Texture format swizzles
vk: Texture format fix
vk: Fix YX format swizzles
* rsx: Decode vertex texture index