"packed" was never set because source_depth_texture isn't created for
stencil bit output. This caused the discard logic to be skipped
resulting in stencil being incorrectly incremented on every transfer
draw until it saturated at 0xFF.
Fixes many remaining Vulkan rendering issues, e.g. Brothers, Orange Box,
Arkham Origins, many others.
The 32_32_32_FLOAT format seems to be vertex-only, so it looks like there
can't be storage elements smaller than a single texel.
So, use a more precise name that can't be confused with "picture element"
(pixel) or "texture element" (texel) that represents a single logical pixel
rather than a storage block of pixels.
Switch between even and odd 16-byte element sequences along X by simply
flipping a bit rather than going to a different resolution-scaled group of
pixels, by increasing the size of the group within the constraints imposed
by tiling.
Replace the `SubmissionTracker`s with new `GPUCompletionTimeline`s with a
more unified interface (using a base class), and without the internal logic
for queue ownership transfers since that idea was scrapped during the
development of the `Presenter`.
Also use this fence management logic for GPU emulation, though without
architectural reworks for now, just on the bottom level.
Still very messy, but can be cleaned up in further GPU command processor
and presenter reworks.
Introduce "fast" readback resolve that reads from previous frame's
resolve buffers, quick swap between buffers each frame to avoid
copies so minimal performance impact and mostly correct bahavior.
Checks if previous frame had a buffer for the current resolve and
falls through to the slow path, which also allows to support
"screenshot" features in the games that do that without stalling
on normal resolve operations.
Re-enabled readback_memexport as separate feature, was previously
bundled with readback_resolve (probably not intentionally) and
ensures destination address is writeable to avoid memory access
related crashes and unnecessary work.
readback_resolve cvar changes from bool to string ternary with
"none", "fast" and "full" options, defaulting to the new "fast"
mode.
Largely similar to D3D12 implementation but more simple buffer
management and no mips scaling. Includes both FBO and FSI
rendering paths.
Tested on Linux with 2x2 and 3x3 running smoothly.
Use the _xe suffix instead of the xesl_ prefix for quicker visual
recognition of identifiers, also switch to snake_case for consistency.
Also add the f suffix to float32 literals because the Metal Shading
Language is based on C++.
Enable portability subset physical device enumeration.
Don't use Vulkan 1.1+ logical devices on Vulkan 1.0 instances due to the
VkApplicationInfo::apiVersion specification.
Make sure all extension dependencies are enabled when creating a device.
Prefer exposing feature support over extension support via the device
interface to avoid causing confusion with regard to promoted extensions
(especially those that required some features as extensions, but had those
features made optional when they were promoted).
Allow creating presentation-only devices, not demanding any optional
features beyond the basic Vulkan 1.0, for use cases such as internal tools
or CPU rendering.
Require the independentBlend feature for GPU emulation as working around is
complicated, while support is almost ubiquitous.
Move the graphics system initialization fatal error message to xenia_main
after attempting to initialize all implementations, for automatic fallback
to other implementations in the future.
Log Vulkan driver info.
Improve Vulkan debug message logging, enabled by default.
Refactor code, with simplified logic for enabling extensions and layers.