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
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TheTurtle 2024-08-13 09:21:48 +03:00 committed by GitHub
parent dfcfd62d4f
commit 1fb0da9b89
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23 changed files with 372 additions and 346 deletions

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@ -211,10 +211,10 @@ public:
void IMAGE_ATOMIC(AtomicOp op, const GcnInst& inst);
private:
template <typename T = IR::U32F32>
[[nodiscard]] T GetSrc(const InstOperand& operand, bool flt_zero = false);
template <typename T = IR::U64F64>
[[nodiscard]] T GetSrc64(const InstOperand& operand, bool flt_zero = false);
template <typename T = IR::U32>
[[nodiscard]] T GetSrc(const InstOperand& operand);
template <typename T = IR::U64>
[[nodiscard]] T GetSrc64(const InstOperand& operand);
void SetDst(const InstOperand& operand, const IR::U32F32& value);
void SetDst64(const InstOperand& operand, const IR::U64F64& value_raw);