[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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@@ -293,7 +293,7 @@ void TextureCache::MarkRangeAsResolved(uint32_t start_unscaled,
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// Invalidate textures. Toggling individual textures between scaled and
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// unscaled also relies on invalidation through shared memory.
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shared_memory().RangeWrittenByGpu(start_unscaled, length_unscaled, true);
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shared_memory().RangeWrittenByGpu(start_unscaled, length_unscaled);
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}
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uint32_t TextureCache::GuestToHostSwizzle(uint32_t guest_swizzle,
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@@ -465,8 +465,6 @@ TextureCache::Texture::Texture(TextureCache& texture_cache,
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: texture_cache_(texture_cache),
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key_(key),
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guest_layout_(key.GetGuestLayout()),
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base_resolved_(key.scaled_resolve),
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mips_resolved_(key.scaled_resolve),
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last_usage_submission_index_(texture_cache.current_submission_index_),
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last_usage_time_(texture_cache.current_submission_time_),
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used_previous_(texture_cache.texture_used_last_),
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@@ -669,21 +667,17 @@ bool TextureCache::LoadTextureData(Texture& texture) {
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// its pages is invalidated, in this case we'll need the texture from the
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// shared memory to load the unscaled parts.
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// TODO(Triang3l): Load unscaled parts.
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bool base_resolved = texture.GetBaseResolved();
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if (base_outdated) {
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if (!shared_memory().RequestRange(
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texture_key.base_page << 12,
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xe::align(texture.GetGuestBaseSize(), UINT32_C(16)),
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texture_key.scaled_resolve ? nullptr : &base_resolved)) {
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xe::align(texture.GetGuestBaseSize(), UINT32_C(16)))) {
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return false;
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}
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}
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bool mips_resolved = texture.GetMipsResolved();
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if (mips_outdated) {
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if (!shared_memory().RequestRange(
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texture_key.mip_page << 12,
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xe::align(texture.GetGuestMipsSize(), UINT32_C(16)),
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texture_key.scaled_resolve ? nullptr : &mips_resolved)) {
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xe::align(texture.GetGuestMipsSize(), UINT32_C(16)))) {
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return false;
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}
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}
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@@ -708,14 +702,6 @@ bool TextureCache::LoadTextureData(Texture& texture) {
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return false;
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}
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// Update the source of the texture (resolve vs. CPU or memexport) for
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// purposes of handling piecewise gamma emulation via sRGB and for resolution
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// scale in sampling offsets.
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if (!texture_key.scaled_resolve) {
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texture.SetBaseResolved(base_resolved);
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texture.SetMipsResolved(mips_resolved);
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}
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// Mark the ranges as uploaded and watch them. This is needed for scaled
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// resolves as well to detect when the CPU wants to reuse the memory for a
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// regular texture or a vertex buffer, and thus the scaled resolve version is
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