mirror of
https://github.com/shadps4-emu/shadPS4.git
synced 2025-05-21 19:05:00 +00:00
video_core: Crucial buffer cache fixes + proper GPU clears (#414)
* translator: Use templates for stronger type guarantees * spirv: Define buffer offsets upfront * Saves a lot of shader instructions * buffer_cache: Use dynamic vertex input when available * Fixes issues when games like dark souls rebind vertex buffers with different stride * externals: Update boost * spirv: Use runtime array for ssbos * ssbos can be large and typically their size will vary, especially in generic copy/clear cs shaders * fs: Lock when doing case insensitive search * Dark Souls does fs lookups from different threads * texture_cache: More precise invalidation from compute * Fixes unrelated render targets being cleared * texture_cache: Use hashes for protect gpu modified images from reupload * translator: Treat V_CNDMASK as float * Sometimes it can have input modifiers. Worst this will cause is some extra calls to uintBitsToFloat and opposite. But most often this is used as float anyway * translator: Small optimization for V_SAD_U32 * Fix review * clang format
This commit is contained in:
parent
dfcfd62d4f
commit
1fb0da9b89
23 changed files with 372 additions and 346 deletions
|
@ -40,7 +40,7 @@ public:
|
|||
~EmitContext();
|
||||
|
||||
Id Def(const IR::Value& value);
|
||||
Id GetBufferOffset(u32 binding);
|
||||
void DefineBufferOffsets();
|
||||
|
||||
[[nodiscard]] Id DefineInput(Id type, u32 location) {
|
||||
const Id input_id{DefineVar(type, spv::StorageClass::Input)};
|
||||
|
@ -203,7 +203,8 @@ public:
|
|||
struct BufferDefinition {
|
||||
Id id;
|
||||
Id offset;
|
||||
u32 global_binding;
|
||||
Id offset_dwords;
|
||||
u32 binding;
|
||||
const VectorIds* data_types;
|
||||
Id pointer_type;
|
||||
AmdGpu::Buffer buffer;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue