- Disable DEPTH<->RGBA typeless transfers for now as they require a lot more work to work for all vendors
- Do not allow switching layouts to UNDEFINED/PREINITIALIZED formats
- gl: Include an execution state wrapper to ensure state changes are consistent. Also removes a lot of required 'cleanup' for helper methods
- texture_cache: Make execition context a mandatory field as it is required for all operations. Also removes a lot of situations where duplicate argument is added in for both fixed and vararg fields
- Explicit read/write barrier for framebuffer resources depending on
usage. Allows for operations like optional memory initialization before
reading
- Compute is now used to assist in some parts of blit operations, since there are no format conversions with vulkan like OGL does
- TODO: Integrate this into all types of GPU memory conversion operations instead of downloading to CPU then converting
- Removes the old depth scaling using an overlay.
It was never going to work properly due to per-pixel stencil writes being unavailable
- TODO: Preserve stencil buffer during ARGB8->D32S8 shader conversion pass
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
- 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
- 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
- Adds support for abstract implementations
- Adds native windowing implementations for WIN32 and X11 as fallbacks
when present support is lacking (headless configs)
- For some reason the hardware forgets that primitive restart is enabled and tries to actually read vertex index 65535
- Works correctly if uint32 vertex indices are used instead of uint16 for cases where primitive restart is active
- Fix for texture barriers
- vulkan: Rework texture cache handling of depth surfaces
- Support for scaled depth blit using overlay pass
- Support proper readback of D24S8 in both D32F_S8 and D24U_S8 variants
- Optimize the depth conversion routines with SSE
- vulkan: Replace slow single element copy with std::memcpy
- Check heap status before attempting blit operations
- Bump guard size on upload buffer as well
- Always flush the primary queue and wait if not involking readback from rsx thread
-- Should fix some instances of device_lost when using WCB
-- Marked remaining case as TODO
-- TODO: optimize amount of time rsx waits for external threads trying to read
- Make all texture access on non-existent textures return 0
- If border color is closer to 0, then set alpha to 0 as well (might break some corner cases with alpha test)
- Zero initialize null sampler
rsx: Conditional lock hack removed
vulkan - Fixes
- Remove unused texture class
- Fix native pitch calculation (WCB)
rsx: Catch hanging begin/end pairs when flushing deferred draw calls
vulkan: Register DXT compressed formats
vulkan: Register depth formats
gl: Workaround for 'texture stitching' when gathering flip surface
- TODO: Add a proper flip hack option
rsx: Fix texture memory size calculation
- DXT textures dont have real pitch. Since pitch is used to calculate memory size, make sure it always evaluates to rsx_size
rsx: Fix cpu copy detection
rsx: Validate blit dst surface and dont make assumptions about region blit order
- Also relax restrictions on memory owned by the blit engine if strict rendering is not enabled
rsx: Fix depth texture detection
rsx: Do not manually offset into dst. The overlapped range check does so automatically
rsx: Minor optimizations
rsx: Minor fixes
- Fix to detect incompatible formats when using GPU texture scaling and show message
- Better 'is_depth_texture' algorithm to eliminate false positives
- Make each frame context own its own memory
- Fix GPU blit
- Fix image layout transitions in flip
vk: Improve frame-local memory usage tracking to prevent overwrites
- Also slightly bumps VRAM requirements for stream buffers to help with running out of storage
- Fixes flickering and missing graphics in some cases. Flickering is still there and needs more work
vk: Up vertex attribute heap size and increase the guard size on it
vulkan: Reorganize memory management
vulkan: blit cleanup
vulkan: blit engine improvements
- Override existing image mapping when conflicts detected
- Allow blitting of depth/stencil surfaces
* 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