Commit graph

673 commits

Author SHA1 Message Date
Talkashie dabb2cc9a0
Fix typos, improve consistency
Fixes typos where spelling or grammar is objectively wrong.
Changes wording and capitalization in some areas to be more consistent with other areas.
2023-07-28 13:09:06 +03:00
kd-11 d77a78cdf1 rsx: Rework texture coordinate handling to support clamping and a more sane scale-bias setup 2023-07-04 09:31:51 +03:00
kd-11 715e3856f2 vk: Update async compute (fast) to use the new sync API 2023-06-22 14:59:58 +03:00
kd-11 d5654d64d5 Nicer variable names 2023-06-16 15:29:36 +03:00
kd-11 06459eb37b vk: Latch query copy requests to reduce number of vulkan commands used 2023-06-16 15:29:36 +03:00
kd-11 49c6c2c529 vk: Do not hard-sync on first sign of fragmentation
- It is very likely that the resource would be available if we just waited a while for the GPU queue to clear.
- Instead of also discarding the current work, first check if we can get by without a hard sync.
2023-06-14 01:12:11 +03:00
kd-11 c1d875d841 vk: Handle VK_ERROR_FRAGMENTATION when allocating descriptor pools 2023-06-14 01:12:11 +03:00
kd-11 97f7461aa9 rsx: Allow the vertex cache to be enabled independently of MTRSX 2023-06-10 01:36:10 +03:00
kd-11 6f834e99d2 vk: Disable conditional rendering on MacOS 2023-06-06 22:05:54 +03:00
kd-11 86c7b31b6d Force disable conditional render on macOS 2023-06-06 22:05:54 +03:00
kd-11 f2f95a20a3 vk: Minor improvement to descriptor and garbage collector interaction 2023-06-01 19:25:50 +03:00
kd-11 12f213ffad rsx: Trim the number of in-flight invalidated resources (temp cache)
- This drastically improves memory allocation behavior.
  Holding too many invalidated resources can lead to a cascading overallocation error as old resources hold refs to even older resources and nothing gets deleted.
2023-06-01 19:25:50 +03:00
kd-11 6a2ea62f82 vk: Minor cleanup 2023-05-30 16:50:08 +03:00
kd-11 6cfd817b5a vk: Fix descriptor-related crashes 2023-05-30 16:50:08 +03:00
kd-11 c99ef4b09f vk: Refactor descriptor handling 2023-05-30 16:50:08 +03:00
kd-11 10171c19c3 vk: Unify descriptor allocation
- Pool management should be a backend implementation detail.
2023-05-30 16:50:08 +03:00
kd-11 57070aa8ff vk: Minor refactor in OOM handler to skip scans if we already found a match 2023-05-15 12:28:19 +03:00
kd-11 29d87a3743 vk: Refactor the vram exhausted handler
- Mostly a de-uglify pass
2023-05-15 12:28:19 +03:00
kd-11 9a2b06f35f vk: Refactor vram exhausted handler to minimize risk of UAF hazards
1. A hard sync before starting the routines on fatal will release some memory going in improving chances of a successful eviction elsewhere.
2. A hard sync on exit cleans up, ensuring no UAF (with caveats)
2023-05-15 12:28:19 +03:00
Megamouse 2d4e02f277 overlays: add ppu compile message if the progress dialog is unavailable 2023-03-05 02:55:59 +01:00
kd-11 1b8a69154f rsx: Use non-owning container to ellide a derpy allocation with msvc 2023-03-01 01:10:06 +03:00
kd-11 7c04b00e2b rsx/vk: Remove stale include 2023-02-24 00:46:53 +03:00
kd-11 ddc9e74aa8 rsx/overlays: Putting it all together
- Migrate dialogs with input-only threads to use the unified input
  system
2023-02-24 00:46:53 +03:00
kd-11 78a588cacb rsx: Use animated icon and message queue for shader compiler notifications 2023-02-03 09:13:27 +03:00
kd-11 5f0467b084 rsx: Remove framebuffer_status_valid flag and move to state 2023-01-26 11:42:39 +03:00
kd-11 6adcabda29 rsx: Fix graphics state foot-gun 2023-01-26 11:42:39 +03:00
kd-11 2752cd1390 rsx/vk: Fix some problems with dynamic state updates 2023-01-11 16:48:53 +03:00
kd-11 10b56415e8 vk: Avoid loading the whole dynamic state properties if only the shader changed
- Handles a common case where a game engine switches materials but uses the same configuration
  e.g rendering two types of wall or ground may need different shaders but similar state properties
2023-01-11 16:48:53 +03:00
kd-11 f71e7ef1cc vk: Switch programs if the primitive type changed
- This will change when EXT_dynamic_state is integrated
2023-01-11 16:48:53 +03:00
kd-11 c7fed20f3c vk: Short-circuit program load if state did not change
- TODO: Incorporate VK_EXT_extended_dynamic_state
2023-01-11 16:48:53 +03:00
kd-11 3dba894369 rsx: Minor refactoring RSXThread
- Part 1 of many
2023-01-11 16:48:53 +03:00
kd-11 4def7f143c rsx: Fix logicOp behavior when blending is also active 2022-12-27 02:56:43 +03:00
kd-11 a05e3f02b8 rsx: Avoid expensive protection scan by sharing some data between surface and texture cache 2022-12-17 20:16:58 +03:00
Eladash 8980fc5524 rsx: Fix exceptions 2022-12-17 14:27:20 +01:00
kd-11 9c0b2338cf rsx: Fix shader compilation 2022-12-11 15:21:58 +03:00
kd-11 a0ef1a672c rsx: Implement interpolation using barycentrics 2022-12-11 15:21:58 +03:00
kd-11 e3b23822fd rsx: Pass on shader flags to the cache 2022-12-11 15:21:58 +03:00
kd-11 b156b40f8f rsx: Fix clear color for formats with less than 32-bit width 2022-10-31 13:39:37 +03:00
Elad Ashkenazi c214f45e14
Savestates/rsx/IO: Resume emulation on long START press, enable "Start Paused" by defaut (#12881)
* Savestates: Enable "Start Paused" by default
* Emu/rsx/IO: Resume emulation on long START press
* rsx: fix missing graphics with savestates' "Start Paused" setting
* rsx/overlays: Add simple reference counting for messages to hide them manually
* Move some code in Emulator::Pause() so thread pausing is the first thing done by this function
2022-10-29 19:53:00 +02:00
kd-11 ffe8133865 vk: Avoid unnecessary dynamic state updates 2022-10-07 11:53:34 +03:00
kd-11 7140e82189 rsx: Fix program invalidation rules 2022-10-07 11:53:34 +03:00
kd-11 533f960854 rsx: Handle some more corner cases 2022-10-03 12:57:16 +03:00
kd-11 765208a181 rsx: Avoid clobbering CELL memory when splitting fbos 2022-10-03 12:57:16 +03:00
kd-11 4417701ea7 rsx: Track orphaned surfaces' parent addresses 2022-10-03 12:57:16 +03:00
kd-11 cd53bb7eff rsx: Avoid on-the-fly ZCULL allocations with unordered_map 2022-09-09 23:17:27 +03:00
kd-11 c55a889c23 vk: Initialize buffer info blocks to avoid null descriptors 2022-08-14 23:53:50 +03:00
kd-11 d846142f0c vk: Reimplement compliant async texture streaming
- Use CONCURRENT queue access instead of fighting with queue acquire/release via submit chains.
  The minor benefits of forcing EXCLUSIVE mode are buried under the huge penalty of multiple vkQueueSubmit.
  Batching submits does not help alleviate this situation. We simply must avoid interrupting execution.
2022-07-25 21:05:31 +03:00
Elad Ashkenazi fcd297ffb2
Savestates Support For PS3 Emulation (#10478) 2022-07-04 16:02:17 +03:00
kd-11 efff2a78c8
vk: Restructure how the conditional render evaluation is done (#12071)
Fixes conditional render fast-path
2022-05-24 11:11:21 +03:00
kd-11 ec2d529832 rsx: Separate loop interrupts from graphics state
- The interrupts are for multithreaded signals andmake the main loop run more aggressively for the next cycle
2022-05-20 16:29:27 +03:00