- Both ZCULL stats and ZPASS stats require hardware queries, but
ZCULL stats should not contribute to ZPASS stats and vice versa!
- Disables hardware queries for ZCULL stats by themselves, we cannot
generate them correctly anyway and no game so far has been found to
actually use them. Should lessen the load on the backend for games
that do not actually require it.
Allow x30 times the speed of vblank rate + clocks scale of original PS3.
In theory a 60 fps limit game which scales frame limit perfectly with vblank rate can be played at up to 1800 fps with this change.
And:
* Fixed lv2 sleep with Clocks Scaling
* Make these settings dynamicaly adjustable.
* Avoid code duplication
* Prefer default initializer over std::memset 0 when possible and more readable.
* Use std::format in trophy files name obtaining.
* Use vm::ptr<>::operator bool() instead of comparing vm::ptr to vm::null or using addr().
* Add a few std::memset calls in hle where it matters (or in some places just to document an actual firmware memcpy call).
- A few nagging issues remain, specifically that partial command stream
largely caused by poor synchronization structures for partial CS flush
and also the fact that occlusion map entries wait on a command buffer
and not an EID!
- Prefer lazy retire model. Sync commands are sent out and the reports will be
retired when they are available without forcing.
- To make this work with conditional rendering, hardware support is
required where the backend will automatically determine visibility by
itself during rendering.
This implementation optimises correctly on all relevant compilers,
unlike GSL’s which gave extremely slow code on any compiler other than
MSVC.
Supersedes #6948.
- When the point sprite flag is set, overrides the input similar to the
2D mask. The returned X and Y values are always the gl_PointCoord values
for the fragment.
- Stacks with the 2D mask to override the z and w coordinates.
- Allow delaying report flushes triggered by image_in or buffer_notify
- When the report is ready, all the delayed transfers will automatically
be done.
- TODO: Make this configurable?
- Renormalizes arbitrary N-bit values as 8-bit normalized.
- NV hardware performs integer normalization at 8 bits if the size is less than 8.
- This can cause significant arithmetic drift because the error is multiplied by a huge number when sampling.
* allow sys_rsx_device_map to be called twice: in this case the DEVICE address retrived from the previous call returned
* Add ENOMEM checks for sys_rsx_memory_allocate and sys_rsx_context_allocate
* add EINVAL check for sys_rsx_context_allocate if memory handle is not found
* Separate sys_rsx_device_map allocation from sys_rsx_context_allocate's
* Implement sys_rsx_memory_free; used by cellGcmInit upon failure
* Added context_id checks
* Throw if sys_rsx_context_allocate was called twice.
- Allows frameskipping to occur naturally if RSX thread is bombarded with flip requests but just jumping to the last one if possible
- See request_emu_flip() for async frame submission and implicit skipping
- Also allows display queue to fill faster than the flip thread can drain the queue
Move se_t and se_storage to util/endian.hpp
Use single template instead of two specializations.
Add minor optimization for MSVC.
Remove v128 dependency.
Try to enable intrinsics for unaligned data.
Fix minor bug in u16/u32/u64 specializations.
- Separate displayed statistics from actual backend statistics.
Allows asynchronous flipping to work correctly as it just uses display stats.
The real stats are used by the frame scope marker to determine behavior like engaging the FIFO optimizer or skipping draw calls correctly.
- Add an explicit frame scope marker tied in with the queue_prepare command
Since queue_prepare is emitted at the end of a frame, it can be used as end-of-frame in games that emit this
- If this command is not emitted, fifo flatenner and frameskip will not work
- While the mask for surface_a is at index 0, the surface cache expects the order to be maintained correctly!
Set the correct mask since surface store now checks each RTT individually
- Fix reading of varying registers in FP
Different registers have different behavior
- Always write to varying registers. If a register is not written to, it is initialized to (0, 0, 0, 1)
- Reimplements two-sided lighting correctly without hacks
- Also bumps shader cache version
- Do not allow offloader to handle its own faults. Serialize them on RSX instead.
This approach introduces a GPU race condition that should be avoided with improved synchronization.
- TODO: Use proper GPU-side synchronization to avoid this situation
- ZCULL queue was updated to one-per-cb but the conditional render sync hint was not updated.
- Do not unconditionally flush the queue unless the upcoming ref is contained in the active CB.
- This avoids spamming queue flush, which frees up resources and improves performance
- Merge viewport raster window and scissor into one clipping region
- Viewport raster clip is different from viewport geometry clipping in
hardware as the latter is configurable separately
vm::spu max address was overflowing resulting in issues, so cast to u64 where needed. Fixes#6145.
Use vm::get_addr instead of manually substructing vm::base(0) from pointer in texture cache code.
Prefer std::atomic_thread_fence over _mm_?fence(), adjust usage to be more correct.
Used sequantially consistent ordering in semaphore_release for TSX path as well.
Improved memory ordering for sys_rsx_context_iounmap/map.
Fixed sync bugs in HLE gcm because of not using atomic instructions.
Use release memory barrier in lwsync for PPU LLVM, according to this xbox360 programming guide lwsync is a hw release memory barrier.
Also use release barrier where lwsync was originally used in liblv2 sys_lwmutex and cellSync.
Use acquire barrier for isync instruction, see https://devblogs.microsoft.com/oldnewthing/20180814-00/?p=99485
Prefer vm::ptr<>::ptr over vm::get_addr.
Prefer vm::_ptr/base over vm::g_base_addr with offset.
Added methods atomic_t<>::bts and atomic_t<>::btr .
Removed obsolute rsx:🧵:Read/WriteIO32 methods.
Removed wrong check in semaphore_release.
Added handling for PUTRx commands for RawSPU MFC proxy.
Prefer overloaded methods of v128 instead of _mm_... in VPKSHUS ppu interpreter precise.
Fixed more potential overflows that may result in wrong behaviour.
Added io/size alignment check for sys_rsx_context_iounmap.
Added rsx::constants::local_mem_base which represents RSX local memory base address.
Removed obsolute rsx:🧵:main_mem_addr/ioSize/ioAddress members.
- The fixed-point D24S8 format does special Z clamping during compare which matches PS3 behaviour
- D32S8 is a floating point format and comparison with Dref > 1 always fails causing black edges/borders
formats
- Allows D24S8 and D32S8 transport via typeless channels
- Allows uploading and downloading D24S8 data easily
- TODO: Implement optional byteswapping to fix flushed readbacks with
the same method
- Apply dither to edges that almost fail the straight-up alpha test
- Significantly improves alpha tested geometry far from the camera
- Also removes blend factor overrides/hacks as they give incorrect results due to background bleeding
- Remove the required_xxx_pitch constraint as it makes no sense. The pitch controls what can be written per line.
- It is possible to have a huge surface width but only render to a small region at the beginning and have a smaller pitch than can fit the surface (NFS carbon)
- Do not bind companion framebuffer when clearing single aspect; let the
contest mechanism sort it out instead
- Do not prematurely tag framebuffers, instead only do so at
write-confirmation time. Should avoid false tagging if setup does not
allow a render to occur.
- Immediate mode is isolated from the rest of the vertex configuration
- TODO: Verify register behaviour when immediate mode is used
Check if per-primitive const register values are supported (likely are)
* Restore stack in fifo error handling
* Update get register after the cmd execution
* Fix put pause in the middle of command
* Add restore points when branching to self
* Precise nopcmd detection
* Test all invalid cmds for early treatment of queue corruption
- Do not assume flip marks end-of-frame if executed via syscall
- Also disables skip_frame for these applications as there is no frame boundary
- NOTE: QUEUE_HEAD cannot be relied on as it is seemingly possible to flip the same head and not need to queue it
- Tries to detect when FIFO preprocessing is beneficial and only enables optimizations if the benefit outweighs the cost
- Current threshold is at least 500 draw calls saved at over 2000 draw calls to justify the overhead
- TODO: More tuning for other CPUs
- Improve vertex attribute layout format. Allows for full 16-bit attribute divisor
- Use actual pitch when declaring framebuffer rsx pitch instead of register value in case of swizzle? rendering
- Also fix visual corruption when using disjoint indexed draws
- Refactor draw call emit again (vk)
- Improve execution barrier resolve
- Allow vertex/index rebase inside begin/end pair
- Add ALPHA_TEST to list of excluded methods [TODO: defer raster state]
- gl bringup
- Simplify
- using the simple_array gets back a few more fps :)
- Use proper time checking; depending on what is being done one 'tick' can
be almost a millisecond long or several nanoseconds
- Avoid spamming the system timer unless necessary
- A possible deadlock is still present if rsx is trying to get a super_ptr whilst the vm lock holder is in an access violation
This patch makes this scenario very unlikely since each block need only be touched once
- Implement forced reading when calling update method to sync partial lists
- Defer conditional render evaluation and use a read barrier to avoid extra work
- Fix HLE gcm library when binding tiles & zcull RAM
- Do not do a full sync on a texture read barrier
- Avoid calling zcull sync in FIFO spin wait
- Do not flush memory to cache from the renderer side; this method is now obsolete
- Defer compilation process to worker threads
- vulkan: Fixup for graphics_pipeline_state.
Never use struct assignment operator on vk** structs due to padding after sType member (4 bytes)
- 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
- Adds dead code elimination
- Fix absolute branch target addresses to take base address into account
- Patch branch targets relative to base address to improve hash matching
- Bumps shader cache version
- Enables shader logging option to write out vertex program binary,
helpful when debugging problems.
- Avoid re-locking memory if there is no reason to do so (no draws issued)
- Actively bound regions should always get written to the backing cache
- Forcefully read memory during download if writes to the target have occured since last sync event
- The benefits of FIFO optimizations are huge in some cases.
The optimizations also do not break any tested applications so no need to disable with strict mode
- A debug option is provided to disable this behaviour for testing
1. rsx: Rework section synchronization using the new memory mirrors
2. rsx: Tweaks
- Simplify peeking into the current rsx::thread instance.
Use a simple rsx::get_current_renderer instead of asking fxm for the same
- Fix global rsx super memory shm block management
3. rsx: Improve memory validation. test_framebuffer() and
tag_framebuffer() are simplified due to mirror support
4. rsx: Only write back confirmed memory range to avoid overapproximation errors in blit engine
5. rsx: Explicitly mark clobbered flushable sections as dirty to have them
removed
6. rsx: Cumulative fixes
- Reimplement rsx::buffered_section management routines
- blit engine subsections are not hit-tested against confirmed/committed memory range
Not all applications are 'honest' about region bounds, making the real cpu range useless for blit ops
- Properly identify puller spin primitives
- Add a small wake delay after exiting a spin delay. Fixes desynchronization
It seems real hw has a small delay between cell edits to commandbuffer memory at the GET address and the changes becoming visible to the DMA puller
Simulated with a short busy_wait, large values will improve sync but degrade performance
- Improve dirty state tracking affecting program state
- vk: Refactor out transform constants upload into a separate channel to avoid if possible
transform data uploads are quite expensive
- Introduces a gpu program analyser step to examine shader contents before attempting compilation or cache search
- Avoids detecting shader as being different because of unused textures having state changes
- Adds better program size detection for vertex programs
- Improved vertex program decompiler
- Properly support CAL type instructions
- Support jumping over instructions marked with a termination marker with BRA/CAL class opcodes
- Fix SRC checks and abort
- Fix CC register initialization
- NOTE: Even unused SRC registers have to be valid (usually referencing in.POS)
- 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
- Properly detect inline array registers vs constant value registers
- Silence needless spam, 306E is 2D surface engiine, the assumption that y is multiplied by 306E pitch is not crazy
- 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
- Export some debug information in the free texture register space components zw
Very useful when analysing renderdoc captures
- Enable shadow comparison on depth as long as compare function is active and texture is uploaded for depth read
Some engines (UE3) read all the components in the shader and use mul/mad with the result
- 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
- Removes the duplicate local_transform_constants
- Resets the transform constants on every context reset
- Simplifies the code abit which should make it faster
- NOTE: Transform constants are persistent across context re-init events (VF5)
- TODO: Alot of work is still needed to execute draw commands out of order
Thats the only solution to games sending many draw calls with high frequency of state changes
- Do not bother rechecking the dirty sampler pool for hits. Its faster to create new sampler than to search the pool
- Reserve some memory on vertex layout struct to reduce reallocation penalty
- 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
- The scale offset matrix is fine but on real hardware the z results seem to be independent of near/far clipping distances
-- If depth falls within near/far, clamp depth value to [0,1]
- 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.
- Reorganize storage hash vs ucode hash
- Scan for actual fragment program start in case leading NOPed code precedes the actual instructions
-- e.g FEAR2 Demo has over 32k of padding before actual program code that messes up hashes
- Use AA mode to predict surface compression. Compression mode is useless without AA activated
- Rewrites most image subresource fetch routines to use the new heuristic
- Fix rsx:🧵:find_tile. FEED000(X) can be substituted for (X) in the code
-- Fixes alot of failures when looking for tiled regions
rsx: Fix antialiased unnormalized coords
- scaling factors are inverse to allow proper coordinates to be computed in fs
- Reimplement fragment program fetch and rewrite texture upload mechanism
-- All of these steps should only be done at most once per draw call
-- Eliminates continously checking the surface store for overlapping addresses as well
addenda - critical fixes
- gl: Bind TIU before starting texture operations as they will affect the currently bound texture
- vk: Reuse sampler objects if possible
- rsx: Support for depth resampling for depth textures obtained via blit engine
vk/rsx: Minor fixes
- Fix accidental imageview dereference when using WCB if texture memory occupies FB memory
- Invalidate dirty framebuffers (strict mode only)
- Normalize line endings because VS is dumb