- Transfer writes are expected to clobber surface cache contents. Do NOT reload from CPU memory for writes.
- TODO: During transfer write to surface cache objects, lock memory if it was unlocked to avoid silly problems.
- Each desc manages its own lifetime now instead of relying on global timestamp check
- Fixes situation where same object remains active without update for long
This implementation optimises correctly on all relevant compilers,
unlike GSL’s which gave extremely slow code on any compiler other than
MSVC.
Supersedes #6948.
subresource_layout::dim_in_texel
- These two are not always linked when working with compressed textures.
The actual texels extend past the actual size of the image if the size
is not aligned. e.g if height is 1, the real height is 4, but its not
possible to determine this from the aligned size. It could be 1, 2, 3 or
4 for example.
- Fixes image out-of-bounds writes when uploading from CPU
- Further improve aliased data preservation by unconditionally scanning.
Its is possible for cache aliasing to occur when doing memory split.
- Also sets up for RCB/RDB implementation
- 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
- Transition attachments to LAYOUT_GENERAL in case of a feedback loop
- Fixes appearance of garbage along polygon edges in some
post-processing passes.
- Also reverse this transition when rendering goes back to normal
- Implicitly invoke a memory barrier if actively reading from an unsynchronized texture
- Simplify memory transfer operations
- Should allow more games to work without strict mode
- 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