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AAA fixes #4973
AAA fixes #4973
Commits on Aug 18, 2018
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rsx: Synchronization rewritten
- Do not do a full sync on a texture read barrier - Avoid calling zcull sync in FIFO spin wait - Do not flush memory to cache from the renderer side; this method is now obsolete
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- Implement forced reading when calling update method to sync partial lists - Defer conditional render evaluation and use a read barrier to avoid extra work - Fix HLE gcm library when binding tiles & zcull RAM
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- FIFO: avoid multiline spam - VK: Fix program setup counter - FS: Precalculate fragment constants buffer size during analysis step
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rsx: Refactor and fix framebuffer layout checks
- Refactors shared code back into rsx core - Adds extra check to avoid contest confusion
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rsx: Avoid acquiring the vm lock; deadlock evasion
- A possible deadlock is still present if rsx is trying to get a super_ptr whilst the vm lock holder is in an access violation This patch makes this scenario very unlikely since each block need only be touched once
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zcull: Improve the delay algorithm to be more consistent
- Use proper time checking; depending on what is being done one 'tick' can be almost a millisecond long or several nanoseconds - Avoid spamming the system timer unless necessary
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gl: Do not create secondary context if async is disabled
- Some third party programs fall apart when multiple contexts are created
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[WIP] rsx: Improve memory inheritance hierachy
- Cascade memory writes by invalidating 'downstream' subsurfaces - Fixup; always resolve for overlapping surfaces before sampling (force atlas gather test)
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rsx: Enable swizzled decode for all formats unless proven otherwise
- Some formats are proven to ignore swizzle flag - DXT compressed textures - COMPRESSED_BG_GB class textures - Some applications are using swizzled wide integer formats so those are confirmed to swizzle
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rsx: Followup to the memory inheritance hierachy patch
- Tags framebuffer resources on first use (when on_write is called to verify memory) - Texture cache now selects the best match and even sorts atlas writes with memory write order to avoid older data showing over newer one
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rsx: Do not overflow the program buffer!
- Some games overflow the program buffer e.g Resistance games The observed overflow is one instruction longer, likely an engine bug with counting instructions
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