[GPU] 8-bit PWL gamma RT as linear 16-bit UNorm on the host
With render target HLE, directly store linear values as R16G16B16A16_UNORM without gamma conversion, as this format provides more than enough bits (need at least 11 per component due to the maximum scale being 2^3 in the piecewise linear gamma curve) to represent linear values without precision loss. This makes blending work correctly in linear space, improving quality of transparency, lighting passes, and fixing issues such as transparent parts of impact and footstep decals in 4D5307E6 being bright instead. The new behavior is enabled by default, as it hugely improves the accuracy of emulation of this format, that is pretty commonplace in Xbox 360 games, with likely just a small GPU memory and bandwidth usage increase, compared to the alternatives that were previously available on the HLE RB path. It's currently implemented only on Direct3D 12, as most of the current GPU emulation code is planned to be phased out and redone, and no methods other than 8-bit with pre-conversion were implemented on Vulkan previously. To implement on Vulkan later, same conversion as in the Direct3D 12 implementation will need to be done in ownership transfer and resolve shaders. Currently it's somewhat inconvenient to decouple the conversion functions in `SpirvShaderTranslator` from an instance of the translator due to vector constant usage. Later, simpler SPIR-V generation functions may be added (`spv::Builder` usage in general is overly verbose). The previously default method (8-bit storage with pre-conversion in shaders and incorrect blending) can be re-enabled by setting the "gamma_render_target_as_unorm16" configuration option to `false`. This may be useful if the game, for instance, switches between 8_8_8_8_GAMMA and 8_8_8_8 formats for the same data frequently, as switching will result in EDRAM range ownership transfer data copying now. Also, the old path is preserved for Vulkan devices not supporting R16G16B16A16_UNORM with blending. The other workaround that was available previously, replacing the PWL encoding with host hardware sRGB with linear-space blending in render target management and in texture fetching, was also inherently inaccurate in many ways (especially when games have their own PWL encoding math, like 4541080F that displayed incorrect colors on the loading screen), and required tracking of the encoding needed for ranges in the memory. The sRGB workaround therefore was deleted in this commit, greatly simplifying the code in the parts of render target, texture and memory management and shader generation that were involved in it.
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@@ -76,8 +76,7 @@ class SharedMemory {
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// Checks if the range has been updated, uploads new data if needed and
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// ensures the host GPU memory backing the range are resident. Returns true if
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// the range has been fully updated and is usable.
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bool RequestRange(uint32_t start, uint32_t length,
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bool* any_data_resolved_out = nullptr);
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bool RequestRange(uint32_t start, uint32_t length);
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// Marks the range and, if not exact_range, potentially its surroundings
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// (to up to the first GPU-written page, as an access violation exception
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@@ -93,7 +92,7 @@ class SharedMemory {
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// be called, to make sure, if the GPU writes don't overwrite *everything* in
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// the pages they touch, the CPU data is properly loaded to the unmodified
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// regions in those pages.
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void RangeWrittenByGpu(uint32_t start, uint32_t length, bool is_resolve);
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void RangeWrittenByGpu(uint32_t start, uint32_t length);
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protected:
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SharedMemory(Memory& memory);
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@@ -127,8 +126,7 @@ class SharedMemory {
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uint32_t length_allocations);
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// Mark the memory range as updated and protect it.
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void MakeRangeValid(uint32_t start, uint32_t length, bool written_by_gpu,
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bool written_by_gpu_resolve);
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void MakeRangeValid(uint32_t start, uint32_t length, bool written_by_gpu);
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// Uploads a range of host pages - only called if host GPU sparse memory
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// allocation succeeded if needed. While uploading, MakeRangeValid must be
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@@ -197,9 +195,6 @@ class SharedMemory {
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// Subset of valid pages - whether each page in the GPU buffer contains data
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// that was written on the GPU, thus should not be invalidated spuriously.
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uint64_t valid_and_gpu_written;
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// Subset of valid_and_gpu_written - whether each page in the GPU buffer
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// contains data written specifically by resolving from EDRAM.
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uint64_t valid_and_gpu_resolved;
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};
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// Flags for each 64 system pages, interleaved as blocks, so bit scan can be
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// used to quickly extract ranges.
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