[GPU] Ownership-transfer-based RT cache, 3x3 resolution scaling
The ROV path is also disabled by default because of lower performance
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@@ -40,71 +40,9 @@ DEFINE_bool(
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"be fully covered when MSAA is used with fullscreen passes.",
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"GPU");
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DEFINE_bool(
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ssaa_scale_gradients, true,
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"When using SSAA instead of native MSAA, adjust texture coordinate "
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"derivatives used for mipmap selection, and getGradients results, to guest "
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"pixels as if true MSAA rather than SSAA was used.\n"
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"Reduces bandwidth usage of texture fetching.",
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"GPU");
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DEFINE_string(
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depth_float24_conversion, "",
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"Method for converting 32-bit Z values to 20e4 floating point when using "
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"host depth buffers without native 20e4 support (when not using rasterizer-"
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"ordered views / fragment shader interlocks to perform depth testing "
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"manually).\n"
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"Use: [any, on_copy, truncate, round]\n"
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" on_copy:\n"
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" Do depth testing at host precision, converting when copying between "
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"host depth buffers and the EDRAM buffer to support reinterpretation, "
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"maintaining two copies, in both host and 20e4 formats, for reloading data "
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"to host depth buffers when it wasn't overwritten.\n"
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" + Highest performance, allows early depth test and writing.\n"
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" + Host MSAA is possible with pixel-rate shading where supported.\n"
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" - EDRAM > RAM > EDRAM depth buffer round trip done in certain games "
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"(such as GTA IV) destroys precision irreparably, causing artifacts if "
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"another rendering pass is done after the EDRAM reupload.\n"
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" truncate:\n"
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" Convert to 20e4 directly in pixel shaders, always rounding down.\n"
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" + Good performance, conservative early depth test is possible.\n"
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" + No precision loss when anything changes in the storage of the depth "
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"buffer, EDRAM > RAM > EDRAM copying preserves precision.\n"
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" - Rounding mode is incorrect, sometimes giving results smaller than "
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"they should be - may cause inaccuracy especially in edge cases when the "
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"game wants to write an exact value.\n"
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" - Host MSAA is only possible at SSAA speed, with per-sample shading.\n"
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" round:\n"
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" Convert to 20e4 directly in pixel shaders, correctly rounding to the "
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"nearest even.\n"
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" + Highest accuracy.\n"
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" - Significantly limited performance, early depth test is not possible.\n"
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" - Host MSAA is only possible at SSAA speed, with per-sample shading.\n"
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" Any other value:\n"
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" Choose what is considered the most optimal (currently \"on_copy\").",
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"GPU");
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DEFINE_int32(query_occlusion_fake_sample_count, 1000,
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"If set to -1 no sample counts are written, games may hang. Else, "
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"the sample count of every tile will be incremented on every "
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"EVENT_WRITE_ZPD by this number. Setting this to 0 means "
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"everything is reported as occluded.",
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"GPU");
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namespace xe {
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namespace gpu {
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namespace flags {
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DepthFloat24Conversion GetDepthFloat24Conversion() {
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if (cvars::depth_float24_conversion == "truncate") {
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return DepthFloat24Conversion::kOnOutputTruncating;
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}
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if (cvars::depth_float24_conversion == "round") {
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return DepthFloat24Conversion::kOnOutputRounding;
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}
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return DepthFloat24Conversion::kOnCopy;
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}
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} // namespace flags
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} // namespace gpu
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} // namespace xe
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