Fixed a bug with readback_resolve and readback_memexport that was responsible for a large portion of their overhead. readback_memexport and resolve are now usable for games, depending on your hardware. in my case games that were slideshows now run at like 20-30 fps, and my hardware isnt the best for xenia.
add split_map class for mapping keys to values in a way that optimizes for frequent searches and infrequent insertions/removals remove jump table implementation of GetColorRenderTargetFormatComponentCount, it was appearing relatively high in profiles. instead pack the component counts into a single 32 bit word, which is indexed by shifting Add cvar to align all basic blocks to a boundary Add mmio aware load paths liberally apply XE_RESTRICT in ringbuffer related code Removed the IS_TRUE and IS_FALSE opcodes, they were pointless duplicates of COMPARE_EQ/COMPARE_NE and i want to simplify our set of opcodes for future backends More work on LVSR/LVSL/STVR/STVL opcodes Optimized X64 translated code emission, now only compute instrkey once Add code for pre-computing integer division magic numbers Optimized GetHostViewportInfo a little Move args for GetHostViewportInfo into a class, cache the result and compare for future queries. moved GetHostViewportInfo far lower on the profile Add (currently not functional, and very racy) asynchronous memcpy code. will improve it and actually use it in future commits. Add non-temporal memcpy function for huge page-aligned allocations. Used for copying to shared memory/readback hoist are_accumulated_render_targets_valid_ check out of loop in render_target_cache already bound check. Add stosb/movsb code for small constant memcpys/memsets that arent worth the overhead of memcpy/memset
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@@ -2366,6 +2366,7 @@ bool VulkanCommandProcessor::IssueDraw(xenos::PrimitiveType prim_type,
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// Get dynamic rasterizer state.
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draw_util::ViewportInfo viewport_info;
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// Just handling maxViewportDimensions is enough - viewportBoundsRange[1] must
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// be at least 2 * max(maxViewportDimensions[0...1]) - 1, and
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// maxViewportDimensions must be greater than or equal to the size of the
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@@ -2382,11 +2383,16 @@ bool VulkanCommandProcessor::IssueDraw(xenos::PrimitiveType prim_type,
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// life. Or even disregard the viewport bounds range in the fragment shader
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// interlocks case completely - apply the viewport and the scissor offset
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// directly to pixel address and to things like ps_param_gen.
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draw_util::GetHostViewportInfo(
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regs, 1, 1, false, device_limits.maxViewportDimensions[0],
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device_limits.maxViewportDimensions[1], true, normalized_depth_control,
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false, host_render_targets_used,
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pixel_shader && pixel_shader->writes_depth(), viewport_info);
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draw_util::GetViewportInfoArgs gviargs{};
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gviargs.Setup(1, 1, divisors::MagicDiv{1}, divisors::MagicDiv{1}, false,
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device_limits.maxViewportDimensions[0],
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device_limits.maxViewportDimensions[1], true,
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normalized_depth_control, false, host_render_targets_used,
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pixel_shader && pixel_shader->writes_depth());
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gviargs.SetupRegisterValues(regs);
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draw_util::GetHostViewportInfo(&gviargs, viewport_info);
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// Update dynamic graphics pipeline state.
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UpdateDynamicState(viewport_info, primitive_polygonal,
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