Integer num_format fetches now get their scale CPU-side instead of trying to guess in the shader. This is authoritative; no cvar. Both translators now use texture_integer_scale_bits after signs/gamma and before exponent bias. This alone fixes black screens and a bunch of rendering bugs across at least several dozen titles.
This new information lives in the updated FormatInfo table, including fixed component widths.
Resolve also has two new fixes.
8_8_8_8_GAMMA EDRAM sources can now decode through the PWL curve while still in linear space, before MSAA resolve or format conversion, then re-encoded for gamma destinations. This is also now default enabled via gamma_decode_pwl_resolve and has improved blowout in at least 4 titles, with no obvious regressions thus far.
Full resolve can also now pack fixed destinations according to copy_dest_number.
Implements EVENT_WRITE_ZPD handling across shared CommandProcessor, D3D12, and Vulkan backends.
This adds a shared report lifecycle. Reports can span submissions/render passes, split into multiple segments, and asynchronously retire. Reports can also survive same-slot reuse, which is critical for titles that aggressively recycle against a small pool.
RTV/FBO use their respective host occlusion queries, whereas ROV/FSI use counter buffers instead, with shader helpers that are called from the translated PS, accumulating surviving MSAA sample coverage into active slots. Regardless of approach, results are copied to small, dedicated readbacks and fed through shared retirement.
Fast mode writes speculative values and patches in resolved results later. Strict mode waits for real results with a small retire backstop so it doesn't spin forever when a report gets weird. Fake mode's fundamentals are unchanged, it just now uses XenosZPDReport memory helpers like all the modes do.
Also adds optional sample count saturation for instances when attenuation isn't a one-for-one with real hardware, an optional alternate fast behavior that preserves cached zeroes (that can improve flare-heavy titles but might regress occlusion culling), and normalization for upscaling.
QueryBatch is still unsupported other than a fake path that's enabled when a range is set via cvar.
Applies factors before the MIN/MAX operation - in FSI/ROV via runtime
blending, in FBO/RTV by pre-multiplying shader output when dstFactor is
ONE only, as we don't have access to dest to provide full support as we
do in the FSI/ROV paths.
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.
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.
Simplifies emission of the blocks themselves (including inserting blocks
into the function's block list in the correct order), as well as phi after
the branching.
Also fixes 64bpp storing with blending in the fragment shader interlock
render backend implementation (had a typo that caused the high 32 bits to
overwrite the low ones).
Functional changes:
- Enable only actually used features, as drivers may take more optimal
paths when certain features are disabled.
- Support VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE.
- Fix the separateStencilMaskRef check doing the opposite.
- Support shaderRoundingModeRTEFloat32.
- Fix vkGetDeviceBufferMemoryRequirements pointer not passed to the Vulkan
Memory Allocator.
Stylistic changes:
- Move all device extensions, properties and features to one structure,
especially simplifying portability subset feature checks, and also making
it easier to request new extension functionality in the future.
- Remove extension suffixes from usage of promoted extensions.
There's no limit on the number of memory exports in a shader on the real
Xenos, and exports can be done anywhere, including in loops. Now, instead
of deferring the exports to the end of the shader, and assuming that export
allocs are executed only once, Xenia flushes exports when it reaches an
alloc (allocs terminate memory exports on Xenos, as well as individual ALU
instructions with `serialize`, but not handling this case for simplicity,
it's only truly mandatory to flush memory exports before starting a new
one), the end of the shader, or a pixel with outstanding exports is killed.
To know which eM# registers need to be flushed to the memory, traversing
the successors of each exec potentially writing any eM#, and specifying
that certain eM# registers might have potentially been written before each
reached control flow instruction, until a flush point or the end of the
shader is reached.
Also, some games export to sub-32bpp formats. These are now supported via
atomic AND clearing the bits of the dword to replace followed by an atomic
OR inserting the new byte/short.
Also fixes addressing of MSAA samples 2 and 3 for 64bpp color render targets in the ROV RB implementation on Direct3D 12.
Additionally, with FSI/ROV, alpha test and alpha to coverage are done only if the render target 0 was dynamically written to (according to the Direct3D 9 rules for writing to color render targets, though not sure if they actually apply to the alpha tests on Direct3D 9, but for safety).
There is also some code cleanup for things spotted during the development of the feature.
For more optimal usage of exports and the parameter cache on the host regardless of how effective the optimizations in the host GPU driver are. Also reserve space for Vulkan/Metal/D3D11-specific HostVertexShaderTypes to use one more bit for the host vertex shader type in the shader modification bits, so that won't have to be done in the future as that would require invalidating shader storages (which are invalidated by this commit) again.
Put all descriptors used by translated shaders in up to 4 descriptor sets, which is the minimum required, and the most common on Android, `maxBoundDescriptorSets` device limit value
Transfers are functional on a D3D12-like level, but need additional work so fallbacks are used when multisampled integer sampled images are not supported, and to eliminate transfers between render targets within Vulkan format compatibility classes by using different views directly.