Commit graph

704 commits

Author SHA1 Message Date
kd-11
3150619320 rsx: Preserve read AA state separate from write AA state
- Some applications (e.g Backbreaker) use an evil hack to resolve MSAA.
  The application respecifies a formerly AA region as a region with no AA then performs a framebuffer feedback lookup.
  The old memory keeps AA during read, but writes back to itself with AA resolved.
  This is evil on several levels but it just happens to work on PS3
2018-06-08 22:17:50 +03:00
kd-11
6362942928 rsx: Avoid semaphore acquire deadlock 2018-05-30 13:30:23 +03:00
scribam
04ad49de4d typos 2018-05-14 21:14:39 +04:00
kd-11
b7979d3f57 rsx/vk: Improvements and minor optimizations
- 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
2018-05-13 14:44:14 +03:00
Jake
6d6d6fa827 dx12/vk/gl: implement use of vertex_data_base_index when calculating index 2018-03-30 13:30:04 +03:00
kd-11
9fc1740608 rsx/fp: Fragment program overhaul
- 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
2018-03-25 13:31:06 +03:00
pauls-gh
fd8d2ecbf4 Remove Volume Texture Compression (VTC) tiling for Vulkan, DX12 and ATI (OpenGL). 2018-03-23 12:01:30 +03:00
kd-11
315798b1f4 rsx: ZCULL rewrite and other improvements
- 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
2018-03-13 18:55:03 +03:00
kd-11
4804efc17d rsx: Clear up confusion on depth writes.
According to the NV_fragment_program spec, its not feasible to have 16-bit depth wries
 NOTE: NV_fragement_program precedes NV_fragment_program2 which is very
 close to what RSX consumes. It is hardware from that era afterall
2018-03-13 18:55:03 +03:00
kd-11
87741141f1 rsx/vulkan: Add post-compilation key validation and dynamically determine attachment write maks based on decompiled shader
- A new step is added between decompilation and pipeline object creation allowing for properties to be updated based on shader contents
- Allos masking off attachment writes that are unmodified in the shader
2018-03-13 18:55:03 +03:00
Nekotekina
cce0ad0c35 Clean vm::ps3 namespace use 2018-02-09 17:49:37 +03:00
kd-11
71f69d1d48
rsx/overlays: Introduce 'native' HUD UI and implement some common dialogs (#4011) 2018-01-17 19:14:00 +03:00
Jake
7ca2c444cc rsx: Fix depth clipping 2018-01-14 20:50:55 +03:00
Jake
c5074ba81f d3d12: fix invalid framebuffer crash and shader compile 2018-01-14 20:50:55 +03:00
kd-11
f5145943b2 d3d12: Fix fragment shader compile 2017-12-04 18:22:18 +03:00
kd-11
cdd4fd9867 rsx/fp: Explicitly insert global functions.
- Functions such as pack/unpack ops must exist before the shared gather functions are declared
2017-12-04 18:22:18 +03:00
kd-11
fe9090bd39 rsx/fp: Implement register gather (only for UP(X) instructions)
- Workaround for temp register aliasing between H and R variants
- TODO: Implement temp regs as 128 bit-blocks with r/w as pack/unpack
2017-12-01 21:00:50 +03:00
kd-11
a18ae0f6ac rsx/fp: Reimplement PK(X) and UP(X) opcodes. The read back values are obviously in normalized range
- Confirmed with a GOW shader which writes result of UP8 to BGRA8 output
2017-12-01 21:00:50 +03:00
kd-11
de5a4fe083 rsx: Reimplement depth <-> RGBA reinterpretation code
- Implements proper channel order for fp24-ARGB8 conversion
- Takes swizzle remap into account when reconstructing source bytes
2017-12-01 21:00:50 +03:00
kd-11
af1d3c2aa6 rsx: Improve surface store resource management
- vk: Use frame testing to determine invalidated resources that can be safely deleted
2017-11-08 13:15:34 +03:00
kd-11
173d05b54f rsx: Optimizations
- 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
2017-11-08 13:15:34 +03:00
Jake
e0d1ac676e rsx: invalidate surface store address when tile is unbound 2017-10-28 12:46:20 +03:00
kd-11
a8e1754fa4 rsx: Allow clear_surface command for depth-only passes. Removes invalidate cache hack 2017-10-19 12:22:52 +03:00
kd-11
89dcafbe41 rsx: Reimplement index buffer generation
- 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
2017-10-19 12:22:52 +03:00
kd-11
58860614e3 rsx/qt: Implement native window hooks for win32 windows to allow communication between WndProc thread and rsx::thread
- This communication is important in communicating window events. Helps properly synchronize swapchain management on vulkan and stops nvidia crashing
- Do not block the message queue lest the driver detect window as not responding
2017-10-12 13:51:29 +03:00
kd-11
12ab03b0b5 rsx/gl: Implement resolution scaling
rsx: Revise wpos calculation to take resolution scale into account
2017-10-09 20:25:41 +03:00
kd-11
6b96a2022a rsx: Add support for non-projective shadow sampling
- Fixes missing shadows in persona 5

vk: Enable polygon depth bias a.k.a polygonOffset
- Fixes shadow acne in persona 5
2017-09-21 16:17:06 +03:00
kd-11
deb590cb05 rsx/vk: Bug fixes
- 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
2017-09-21 16:17:06 +03:00
kd-11
2033f3f7dc rsx/vk/gl: Refactoring and reimplementation of blit engine
Fix rsx offscreen-render-to-display-buffer-blit surface reads
- Also, properly scale display output height if reading from compressed tile

gl: Fix broken dst height computation
- The extra padding is only there to force power-of-2 sizes and isnt used

gl: Ignore compression scaling if output is rendered to in a renderpass

rsx/gl/vk: Cleanup for GPU texture scaling. Initial impl [WIP]
- TODO: Refactor more shared code into RSX/common
2017-09-21 16:17:06 +03:00
kd-11
fe5828cb47 rsx: Implement QUAD_STRIP
- QUAD_STRIP evaluates to TRIANGLE_STRIP in memory. The memory layout is identical.
- The only difference between the two modes would be the primitive_ID but that doesnt matter on RSX
- Its worth noting that results will be different between the two modes if input vertices are non-coplanar for every set of N verts
2017-08-26 21:53:54 +03:00
kd-11
f71f67c4ff rsx: Make fragment state dynamic to reduce shader permutations 2017-08-26 21:53:54 +03:00
Jake
4d5f98017f d3d12: ignore 0 sized rt dma copy 2017-08-19 12:27:53 +03:00
kd-11
d54c2dd39a gl: Move vertex processing to the GPU
- 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
2017-08-16 23:58:30 +03:00
Jake
fff34a7f0f d3d12: Fix 0 sized framebuffer crashes 2017-08-02 01:33:12 +03:00
Jake
d9a693019b rsx/gcm: Implement rsx dma. Refactor gcm/rsx to not be as codependent 2017-08-02 01:33:12 +03:00
mp-t
607d2486ea Code review (#3114)
* 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.
2017-08-01 20:22:33 +03:00
kd-11
df8fa74e2a vulkan hotfix (#3046)
* 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.
2017-07-22 01:54:28 +03:00
kd-11
2526626646 rsx: Surface cache bug fixes
- Properly handle data 'transfer' when recycling frame buffer images
- Clear 'recycled' surfaces before use
2017-07-19 23:28:33 +03:00
kd-11
05ffb50037 vk/rsx: Bug fixes and improvements
- Improvements to framebuffer usage; Avoid creating new resources every frame
- Handle null fragment program properly
- Collect vertex upload statistics

- vk: Pre-initialize 'unused' varying registers in the vertex shader in case it gets matched with a fs that consumes it
 -- Fixes a crash about fog_c not being declared

gl/dx12/vk: Handle null fragment program

- cleanup - use yield semantic instead of sleep(0) as yield is more cross-platform
 -- sleep(0) is a windows specific scheduler hint
2017-07-19 23:28:33 +03:00
kd-11
f69121116a rsx/vk: Optimize framebuffer lifetime management
- Significant gains due to avoiding aggressive create-delete cycles every frame
2017-07-19 23:28:33 +03:00
kd-11
3d935b64f2 rsx/gl/vk: Enable contents transfer when a new framebuffer is created and not cleared 2017-07-08 14:52:16 +03:00
kd-11
a69f19a9ab rsx/decompilers: Avoid std::endl like the plague. It adds extra processing overhead 2017-06-29 13:13:19 +03:00
kd-11
47e5074dc5 rsx: Emulated index buffers are based on vertex 0 with no disjoint ranges
- Drop the 'first' argument as it is unused for now
2017-06-29 13:13:19 +03:00
kd-11
74d8619240 dx12: Fix error reporting 2017-06-29 13:13:19 +03:00
kd-11
b2e906f4cc rsx: Code cleanup. Fixes several dozen warnings
- Wrap unused parameters as comments to prevent C1400
- Fix sized variable conversions with explicit casts
2017-06-22 23:36:15 +03:00
kd-11
98cf72e0fb rsx: Fix clip space computations 2017-06-22 23:36:15 +03:00
kd-11
db1a90d828 rsx: Discard surface store contents once per frame (temp workaround)
Need to find the proper command issued to discard all surfaces
2017-06-22 23:36:15 +03:00
kd-11
5f66d0b996 rsx/wip: Fix depth surface reuse and clearing (fixes shadows) 2017-06-22 23:36:15 +03:00
kd-11
701728ecd7 rsx: Fix depth-as-rgba read in fp 2017-06-22 23:36:15 +03:00
Nekotekina
f010b5b235 Configuration simplified 2017-05-20 16:01:48 +03:00