Commit graph

427 commits

Author SHA1 Message Date
kd-11
9a7c2784f0 rsx: Do not clip scissor to viewport when doing buffer clear 2019-07-20 16:39:32 +03:00
kd-11
e2574ff100 rsx: Support CSAA transparency without multiple rasterization samples enabled 2019-07-19 15:49:08 +03:00
kd-11
b5a2f0df68 rsx: Implement separate viewport raster clipping
- 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
2019-07-19 14:21:19 +03:00
kd-11
009e01a347 rsx: Set up for multi-section inheritance 2019-07-17 13:29:42 +03:00
kd-11
c47f4fd59e vk: Fix frame skipping 2019-07-09 16:27:59 +03:00
kd-11
ae93b417ec vk: Handle emergency commandbuffer close with dangling queries
- TODO: Refactoring
2019-07-03 15:52:16 +03:00
kd-11
d69e8288ad vk: Restructure commandbuffer submission into tagged event IDs
- Tagged eventIDs can be used to safely delete resources that are no
longer used
- TODO: Expand gc to collect images as well
- TODO: Fix the texture cache to avoid over-allocating image resources
2019-07-03 15:52:16 +03:00
msuih
690cdff0d3 Minor fixes
- Fix a typo in OpenAL
- Fix typo in cellHttp.h
- Unused variables in catch
- Use 64-bit shifts
- Use use_count with shared pointers, unique is depracated and getting removed
- Explicitly cast boolean to int
- Signed/unsigned issues with loop variables
- Fix missing return statement (the code path is unreachable, but compiler wants a return)
- */ ouside of comment
- Fix duplicate layout name
2019-07-01 04:33:23 +03:00
JohnHolmesII
23094b48bb Fix warnings related to -Wswitch
Add default cases.
Move default breaks to newline
Add proper handling in some instances.
Add missing enums to switches
2019-06-28 01:40:52 +03:00
kd-11
009c55fcba vk: Fix broken layout stream on first draw call 2019-06-25 20:50:54 +03:00
kd-11
8249d51aa8 vk: Optimize occlusion pool management
- Do not consume a slot every draw call, instead batch as many draws as possible
- Since renderpasses are dispatched per-draw-clause, keeping occlusion queries outside the renderpasses works fine
- If renderpasses are reorganized, occlusion tasks will have to be reorganized again
2019-06-25 20:50:54 +03:00
kd-11
d26b25816d rsx: Improve profiling setup
- Avoid spamming QPC when not needed
- Free performance when debug overlay is not enabled
2019-06-25 20:50:54 +03:00
kd-11
6a32f716db rsx: Reimplement vertex layout streaming
- Remove string comparisons from the hot-path!
- Use attribute streaming and push constants to avoid forcing a descriptor block copy every other draw call/pass.
  While this isn't so bad on nvidia cards, it makes AMD cards a slideshow.
2019-06-25 20:50:54 +03:00
kd-11
59ee74a275 rsx: Disable vertex cache if multithreaded memory access is enabled
- When multithreaded RSX is enabled, the vertex cache just lowers performance
- The small cost of upload is paid by the asynchronous thread, allowing RSX to work optimally
2019-06-25 20:50:54 +03:00
kd-11
0fa3bcc336 rsx: Asynchronous data transfer 2019-06-25 20:50:54 +03:00
kd-11
f113cfe5c0 vk: Avoid some useless memory barriers
- Do format conversions only when necessary
2019-06-25 20:50:54 +03:00
scribam
185fd3d257 rsx: Minor cleanup after #6055 2019-06-17 00:31:38 +03:00
kd-11
9d0f5aedf3 vk: Add some missing barriers 2019-06-14 16:19:52 +03:00
kd-11
8a1cf2c913 rsx: Attempt to reduce stencil load overhead for nvidia cards 2019-06-14 16:19:52 +03:00
kd-11
ca82dd7200 vk: Improve overlay passes for resolve/unreolve
- Refactor overlays and resolve passes to support use of push constants instead of relying buffer map/unmap
- Add support for nvidia resolve (NV is the only vendor not supporting shader_stencil_export)
2019-06-14 16:19:52 +03:00
kd-11
4a5bbba277 rsx: Enable MSAA
- vk: Enable depth buffer resolve+unresolve
- vk: Add AMD stenciling extension support
- rsx: Temporarily disables MSAA-compatible hacks such as transparency AA
- TODO: Add paths to optionally disable MSAA
2019-06-14 16:19:52 +03:00
kd-11
655eff29e8 rsx: Refactoring and cleanup after d3d12 separation
- Remove deprecated functionality
- Refactor to share code between common routines
2019-06-14 16:19:52 +03:00
kd-11
0d906d6974 rsx: Remove surface aa_mode hacks 2019-06-14 16:19:52 +03:00
scribam
a02a8642b0 rsx: Apply Clang-Tidy fix "modernize-make-unique" 2019-06-12 15:11:52 +03:00
scribam
b91bcdbbca rsx: Apply Clang-Tidy fix "modernize-use-bool-literals" 2019-06-12 15:11:52 +03:00
scribam
ac7e89660f rsx: Apply Clang-Tidy fix "readability-redundant-smartptr-get" 2019-06-12 15:11:52 +03:00
kd-11
d361eedbec rsx: Clean up window management code
- Removes a lot of wm_event code that was used to perform window management and is no longer needed.
- Significantly simplifies the vulkan code.
- Implements resource management when vulkan window is minimized to allow resources to be freed.
2019-06-10 14:57:03 +03:00
kd-11
57196f0504 vk: Move frame present synchronization to the driver
- Just use a semaphore and let the driver handle it instead of manual framepacing.
  We lose framepace control but drivers have matured in the past few years so it should work fine.
2019-06-10 14:57:03 +03:00
scribam
09c9996f31 Use empty() instead of comparing size() with 0
Recommendation from Clang-Tidy: https://clang.llvm.org/extra/clang-tidy/checks/readability-container-size-empty.html
2019-06-01 22:59:23 +03:00
kd-11
6e92516070 vk: Do not reset descriptors from the aux buffer when things are running slow
- The aux buffer borrows its descriptors from the lagging frame, so they are still in use until the frame completes.
2019-05-31 13:27:43 +03:00
kd-11
d9ab2c7104 vk: Bump shaders cache version
- Pipeline properties changed with the renderpass update
2019-05-28 15:28:30 +03:00
kd-11
57eb892153 vk: Refactor framebuffers
- Refactor out framebuffers from the renderer core
- Use a proper cache with sorted queues for faster searching
2019-05-28 15:28:30 +03:00
kd-11
507ec8252b vk: Refactor renderpass management
- Ensures the current renderpass matches the image properties even when a cyclic reference is detected
- Solves SDK debug output error spam due to mismatching layouts and renderpasses
2019-05-25 14:07:29 +03:00
kd-11
370b9e196d vk: Improve descriptor pool management
- Add double-buffered descriptor pools to avoid use-after-free situations
- Make descriptor pools more configurable
- Also adds in a hack to allow renderdoc to capture properly
2019-05-22 01:18:46 +03:00
kd-11
46ba53f122 vk: Propagate more information to the driver
- Pass "correct" layout to descriptors
- TODO: Fix renderpass attachment descriptors which are inadvertently doing silent transitions
2019-05-22 01:18:46 +03:00
kd-11
0ef7b2aaff rsx: Use a saner model for swap queue handling
- Use a simple queue to avoid redundant checks over all the contexts
- Poll queue if RSX pipe is idle
- Only check the queue when the frame context is dirty (after a queue operation)
- Reset descriptors at the start of the frame context to avoid having to synchronize mid-frame
- Fully synchronize if a descriptor reset is required mid-frame (spec compliance; also fixes flickering verts on some hardware)
2019-05-19 17:33:21 +03:00
kd-11
e3f68c66d8 rsx: Use a shared sampler pool instead of relying on the drivers 2019-05-17 22:51:40 +03:00
kd-11
4037225e98 vk: Workaround for cyclic feedback loops
- Transition attachments to LAYOUT_GENERAL in case of a feedback loop
  - Fixes appearance of garbage along polygon edges in some
post-processing passes.
  - Also reverse this transition when rendering goes back to normal
2019-05-17 16:41:17 +03:00
kd-11
05eb1e9193 rsx: Fix zombie image references from inside the texture cache
- Do not add locked orphans to the flush_always cache! They will not remove their cache entries as they are not bound
2019-05-16 19:25:26 +03:00
kd-11
214bb3ec87 rsx: Always initialize memory unless it is guaranteed to be wiped 2019-05-16 19:25:26 +03:00
kd-11
4182f9984d rsx: Propagate split section information back to the texture cache 2019-05-16 19:25:26 +03:00
kd-11
b840f6da28 [WIP] rsx: Use a sane reference counting model 2019-05-16 19:25:26 +03:00
kd-11
88c20afd3a rsx: Implement unaligned surface inheritance with hierachial contribution
- Allows render targets to behave like stacked 3D views same as shader inputs are resolved
- Basically implements most of 'Read Color/Depth Buffers" option for 'free'.
- Allows splitting RTV/DSV resources if they are superceded by a partial surface
- Also allows intersecting new resources through the surface cache for proper inheritance from other scattered data
- TODO: Refactor bind_surface_as_rtt and bind_surface_as_ds to reduce asinine code duplication
2019-05-16 19:25:26 +03:00
scribam
6c5ea068c9 Remove redundant semicolons
Fix "-Wextra-semi" warnings
2019-05-12 18:32:11 +03:00
scribam
3623f4343f gl/vk: clear scissor_setup_invalid bit along with scissor_config_state_dirty bit 2019-05-11 13:13:49 +03:00
kd-11
2bec304cca vk: Allow some drivers to bypass window polling if not needed 2019-05-05 13:37:55 +03:00
kd-11
1d5c52f476 rsx: Ignore stencil clear flag if the stencil write mask is disabled 2019-05-01 15:36:21 +03:00
kd-11
63f9b8e0c6 gl/vk: Minor cleanup 2019-05-01 15:36:21 +03:00
kd-11
4e3ec162e2 rsx: Fix broken texture cache search when flipping 2019-05-01 15:36:21 +03:00
kd-11
463b1b220d rsx: Improve accuracy of shadow compare Ops when non-integer depth formats are used
- 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
2019-04-25 16:23:05 +03:00