Commit graph

1667 commits

Author SHA1 Message Date
kd-11
dece1e01f4 rsx: Improve transform constants management
- 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)
2018-03-13 18:55:03 +03:00
kd-11
a19ffba8e8 rsx: Simplify MRT blend setup; Enable separable MRT blend on vulkan and fix corner cases for GL 2018-03-13 18:55:03 +03:00
kd-11
e230867492 rsx: Properly implement raster window offsets 2018-03-13 18:55:03 +03:00
kd-11
0c8e4c0887 rsx: Improve FIFO commandlist flattening
- 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
2018-03-13 18:55:03 +03:00
kd-11
84b8a08d26 rsx: Basic performance counters 2018-03-13 18:55:03 +03:00
kd-11
2855869530 vulkan: Support APPLE
- Adds support for compilation on MAC with moltenVK. Note that vulkan does
  not work on MacOS yet. There are two main blockers:-
  1) Texture component swizzles are not supported except for
  RGBA8_UNORM->BGRA8_UNORM.
  2) There is a bug in their SPIR-V -> MSL generator.
  GLSL.std.450.xxxx functions are not implemented which breaks rpcs3
  functionality. Trying to compile a vertex shader will throw because
  unpackHalf2x16 is missing.
2018-03-13 18:55:03 +03:00
kd-11
d41b49d8b4 rsx/fp: Color output registers are always present and zero initialized
- According to NV_fragment_program spec, registers are zero initialized always
- A program even without writing to these registers will have black (0, 0, 0, 0) output
  Confirmed behaviour with MotorStorm games. Their engine uses this quirk to clear color buffers when doing depth replace
  Might be an unfixed game bug
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
053ab585f4 gl/vk: Clean up some format casts
- TODO: Byte ordering considerations on data casts
2018-03-13 18:55:03 +03:00
kd-11
20d4c09a1c rsx/vk/gl: Enforce format matching for render target resources. Fall back to raw data copy if match fails
- Forces Bitcast of texture data if input format cannot possibly be the
  same as the existing texture format

- rsx: Other minor improvements to texture cache :-
  - remove obsolete blit engine incompatibility warning. The texture will be re-uploaded if it is indeed incompatible
  - Implement warn_once and err_once to avoid spamming the log with systemic errors
  - Track mispredicted flushes
  - Reswizzle bitcasted texture data to native layout
    TODO: Also needs reshuffle according to input remap vector
2018-03-13 18:55:03 +03:00
kd-11
68b3229756 rsx/fp: Improve rgister component gather detection
- Also avoids clobbering register data by keeping gathered bits in a temp var
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
kd-11
705820c430 rsx: Nvidia driver compatibility workarounds
- Sanitize NaN values before they reach the driver. On nvidia (X * NaN = X)
2018-03-13 18:55:03 +03:00
kd-11
6b23e733d0 rsx/gl/vk: Improvements
- gl: Do not call makeCurrent every flip - it is already called in set_current()
- gl: Improve ring buffer behaviour; use sliding window to view buffers larger than maximum viewable hardware range
  NV hardware can only view 128M at a time
- gl/vk: Bump transform constant heap size When lots of draw calls are issued, the heap is exhaused very fast (8k per draw)
- gl: Remove CLIENT_STORAGE_BIT from ring buffers. Performance is marginally better without this flag (at least on windows)
2018-03-13 18:55:03 +03:00
kd-11
07cbf3da48 rsx/gl: Minor fixes
- Identify depth textures reaching the gpu via shader_read upload path
- Use correct timestamp counter for opengl
- inline draw_state::test_property because msvc doesnt do it for us
2018-03-13 18:55:03 +03:00
kd-11
af1b13550b rsx/vk: More optimizations
- 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
2018-03-13 18:55:03 +03:00
kd-11
8ccaabb502 vulkan: Optimize vertex data upload
- Reuse buffer views as much as possible, vkCreateBufferView is slow on NV
  Implemented as a large sliding window, reuseable until it is filled
2018-03-13 18:55:03 +03:00
kd-11
01349b8cee rsx: Texture cache fixes - Optionally attempt to merge framebuffers into an atlas if partial resources are missing - Support for data update requests to the temporary subresource handler This is useful for framebuffer feedback loops where a new copy is needed after every draw call (resource is always dirty) 2018-03-13 18:55:03 +03:00
kd-11
4487cc8e7a Remove an ugly hack pertaining to partial framebuffer-resident texture data - Its better to fill in the missing information with a wrap or clamp than to fake the texture reads in valid regions - Texture coordinate scaling is used to fill in for the cropped dimension available 2018-03-13 18:55:03 +03:00
Jake
3a9428a88e rsx: Fix alpha test on VK/GL
Moving alpha test outside of fp_main. This enforces alpha test is still done even if shader asm has early return
2018-03-09 18:06:20 +03:00
Jake
7233640cf0 rsx: add vertex data base to offset and mask before translating address 2018-03-07 16:57:20 +03:00
Megamouse
6141bc5598 Fix firmware installation for vfs 2018-02-28 17:27:06 +04:00
kd-11
4c6ceeff11 rsx/vk: Cleanup
- Silence some warnings, remove dprints
2018-02-21 14:59:46 +03:00
kd-11
77f2b521e1 vulkan: Swapchains reimplemented
- Adds support for abstract implementations
- Adds native windowing implementations for WIN32 and X11 as fallbacks
  when present support is lacking (headless configs)
2018-02-21 14:59:46 +03:00
kd-11
ee88e7f948 rsx/gl: Hotfix for GL format compatibility check when high precision depth buffers is enabled 2018-02-16 16:14:54 +03:00
kd-11
ebb9fc7cd9 vk/drivers: Restore polaris+ patch to disable primitive restart 2018-02-16 16:14:54 +03:00
kd-11
32f0e91893 vulkan: Improve primitive restart workaround for vega/polaris
- 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
2018-02-16 16:14:54 +03:00
kd-11
a8ab408f64 rsx: Account for null blit ops (memcpy)
- Do not perform extra memory tasks if no actual image copy was performed
2018-02-16 16:14:54 +03:00
kd-11
661b8b006f rsx: Add texture readback statistics to the texture cache and debug overlay 2018-02-16 16:14:54 +03:00
kd-11
1bd77c2f51 rsx: Add cache pattern checking to blit engine resources
- Feature was implemented long ago but was not functional due to bugs
2018-02-16 16:14:54 +03:00
kd-11
c191a98ec3 vulkan API fixes
- 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
2018-02-16 16:14:54 +03:00
kd-11
3bbecd998a infinitesimal fixes 2018-02-16 16:14:54 +03:00
kd-11
3406cc9886 gl: Fix save binding state for cube textures 2018-02-16 16:14:54 +03:00
kd-11
bd297d079d rsx: Minor optimizations 2018-02-16 16:14:54 +03:00
kd-11
a5500ebfa4 rsx: Fix disjoint draw range splitting
- Fixes flickering and missing draws in R&C and other games such as Motorstorm Apocalypse and Okami HD when strict mode is disabled
2018-02-16 16:14:54 +03:00
kd-11
a64bea1286 rsx/fp: Discard shaders with undefined (non-existent) writes. On nvidia+vulkan, undefined writes autofill with blue color 2018-02-16 16:14:54 +03:00
kd-11
b67f28e00d rsx/texture_cache: Do not access non-existent components 2018-02-16 16:14:54 +03:00
kd-11
89c548b5d3 rsx: fbo fixes 2.5
- Implement flush-always behaviour to partially fix readback from a currently bound fbo
  - Without this, only the first read is correct, as more draws are added the results become 'wrong'
  - Fixes WCB and cpublit behviour
- Synchronize blit_dst surfaces to avoid data loss when gpu texture scaling is used
  - Its still faster in such cases to disable gpu texture scaling but some types cannot be disabled without force cpu blit (e.g framebuffer transfers)
- Memory management tuning
  - rsx: on-demand texture cache rescanning for unprotected sections
  - rsx: Only framebuffer resources are upscaled
  - Do not resize regular blit engine resources
  - Lazy initialize readback buffer when using opengl
  -- These measures should help minimize vram usage
2018-02-16 16:14:54 +03:00
kd-11
02e571adbc gl: Cleanup some more things
- Avoid referencing GL's null texture
- Improve texture creation helpers
- Remove useless __glcheck from GLHelpers.cpp
2018-02-16 16:14:54 +03:00
kd-11
98e50d3064 gl: Reuse framebuffer textures whenever possible 2018-02-16 16:14:54 +03:00
kd-11
f20fd217f8 rsx: Reorganize framebuffer setup code
- Fixes some fast paths for framebuffer creation and binding
2018-02-16 16:14:54 +03:00
Nekotekina
d2652aedd2 VK: add two options (workarounds)
Force FIFO present mode option is workaround for recent MESA drivers
Force primitive restart flag should also work on said drivers
2018-02-11 19:52:14 +03:00
Nekotekina
cce0ad0c35 Clean vm::ps3 namespace use 2018-02-09 17:49:37 +03:00
Nekotekina
76be7d40ac Remove PSP2 2018-02-09 15:24:46 +03:00
kd-11
e7537cded5 vk: Also discard background if window is too small in vertical axis 2018-02-02 10:07:55 +03:00
kd-11
ea8bdda9a3 rsx/gl/vk: Support for swizzled? context surfaces
- For some surfaces, dimensions are passed via the log2 bits rather than surface pitch
-- This is similar to the setup for nv406e and probably means the surfaces are padded and swizzled
2018-02-02 10:07:55 +03:00
kd-11
eeb6e29e39 vulkan: implement proper texture read barriers 2018-02-02 10:07:55 +03:00
kd-11
b9cca71c47 gl: API compliance fixes
- Do not assume texture2D when creating new textures
- Flag invalid texture cache if readonly texture is trampled by fbo memory.
  Avoids binding a stale handle to the pipeline and is rare enough that it should not hurt performance
2018-02-02 10:07:55 +03:00
Zion Nimchuk
70fe0cc224 Install and load icons from Icons in executable directory, fixes local builds using Icons 2018-01-31 01:01:33 +04:00
kd-11
4f7d3e5dc1 vk: Stuff
- Remove subpass dependencies; transitions are handled via exicit imagememrybarriers
- Reuse sampler objects whenever possible; create/delete cycles are not free
2018-01-30 21:16:43 +03:00