gl/vk: Bump shader cache version
gl/vk: Disable anisotropic override when strict mode enabled as it is proven to alter some games negatively
gl: Clamp buffer view range to not exceed the backing buffer size. Also add assert for the same condition
Use permissions to make it inaccessible
On Windows, autodelete the file
Implement fs::unread for this purpose
Rename fs::unshare to fs::lock
Fix fs::lock correctness
- Track asynchronous operations in RSX core
- Add read barriers to force pending writes to finish.
Fixes zcull delay flicker in all UE3 titles without forcing hard stall
- Increase zcull latency as all writes should be synchronized now
- 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
- 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)
- 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
- 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.
- 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
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
- 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
- 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
- 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)
- 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
- 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
* Improve debugger
* Added 'Step Over' functionality
* Added special SPU pause functionality that pauses the SPU thread when the tag mask is at 0x80000000 by holding ctrl while pausing
* Go to address dialog now evaluates expressions, including defined variables such as pc, r1, r2, etc
* Requires QtScript to be linked with the project
* Made the option to center shown addresses (Go to addr/pc) optional by making it an entry in the GUI ini config
* Shown addresses now appear 'selected'
* New keyboard shortcuts!
- Ctrl+G -> Go to address
- F10 -> Step Over
- F11 -> Step (Into)
Utilities/Thread.cpp:1644:2: error: use of undeclared identifier 'pthread_setname_np'; did you mean 'pthread_set_name_np'?
pthread_setname_np(pthread_self(), m_name.substr(0, 15).c_str());
^~~~~~~~~~~~~~~~~~
pthread_set_name_np
/usr/include/pthread_np.h:58:6: note: 'pthread_set_name_np' declared here
void pthread_set_name_np(pthread_t, const char *);
^