Commit Graph

647 Commits

Author SHA1 Message Date
Herman S.
b581c2d852 [D3D12] Adds scalar fallback for the SSE register-range check 2026-03-17 13:55:38 +09:00
Herman S.
9666ce1115 [Build] Remove stale xenia-hid-skylander references from CMakeLists
d37c22aa replaced skylander with the new portal HID library but
missed updating three CMakeLists.txt files. No replacement needed
since xenia-hid already links xenia-hid-portal transitively.
2026-03-15 17:46:57 +09:00
Herman S.
64e51c544e [GPU] Add vulkan shader disk storage / startup loading
Big refactor of the shader storage to allow both backends to share code
2026-03-10 00:49:56 +09:00
Herman S.
5845f3437b [GPU] Async shader compilation for D3D12 and Vulkan
Adds async_shader_compilation cvar (default true) that forces new
pipelines to be created async from the main thread, skips draws entirely
on D3D12 and on vulkan replaces pixel shader with placeholder until the
real one is ready. Causes some visual artifacts on first load but
greatly reduces load times and stutter.
2026-03-10 00:24:26 +09:00
Herman S.
2912da02fe [D3D12] Fix gamma_unorm16 render target transfer shaders
Gamma stored as R16G16B16A16_UNORM is 64bpp in host memory but
represents a single 32bpp pixel, unlike true 64bpp formats which pack
two 32bpp pixels together. Separate dest_is_gamma_unorm16 from
dest_is_64bpp to avoid incorrect coordinate transforms.

Add output paths for gamma_unorm16 destinations:
- gamma→gamma: direct passthrough (already linear in R16G16B16A16)
- k_8_8_8_8→gamma: convert gamma-encoded source to linear
- Cross-format packed EDRAM: midpoint encoding to survive UNORM16
  quantization round-trip through PreSaturatedLinearToPWLGamma

Fixes red bleeding in Halo Reach, image halving in Just Cause 2,
Portal not rendering, and black rock/plant textures in Halo Reach.
2026-03-06 23:05:39 +09:00
Herman S.
65d42843b6 Merge remote-tracking branch 'xenia-master/master' into canary_experimental 2026-03-06 23:05:24 +09:00
Herman S.
4bd93883ac [Build] Convert buildshaders to custom build rules 2026-03-04 20:57:42 +09:00
Herman S.
71c5702ee8 [Build] Convert build system to raw cmake and remove premake layer 2026-03-04 17:37:36 +09:00
Herman S.
48111e8fba [D3D12] Fix device lost with resolution scaling in 3D-as-2D textures 2026-03-01 16:41:50 +09:00
Herman S.
125b4c8c05 [GPU] Ensure force_special_view checks swizzle signs before using signed
This was causing unnecessary logspam in Blue Dragon due to
incorrectly trying to request signed when the fetch constants are
unsigned
2026-02-26 14:36:08 +09:00
Herman S.
0c8d1b763f [D3D12] Pre-create 3D-as-2D textures before draw setup 2026-02-26 14:22:46 +09:00
Herman S.
0e2967cdb0 [D3D12] Fix 3D-to-2D texture crash under Wine/VKD3D 2026-02-26 14:22:46 +09:00
Herman S.
e7941b0c7d [GPU] 3d-to-2d textures default enable
Replaced the modal cvar with bool gpu_3d_to_2d_texture with "mode 2" now enabled by
default and "mode 1" removed as unnecessary
2026-02-26 14:22:46 +09:00
Herman S.
90c48e1d21 [GPU] 3d-to-d2 texture implementation
Adds vulkan version of mode 1 and 2 and fixes related crashes by keeping
the 2d texture views from the texture cache.
2026-02-26 14:22:46 +09:00
Herman S.
7c9b5af236 [D3D12] add cvar to control 3d-to-2d texture mode 2026-02-26 14:22:46 +09:00
Raffaele
fc5ab60a88 [D3D12] Fix 4D5307DF fur textures
- Fixes issue https://github.com/xenia-canary/game-compatibility/issues/6
- Implements a load texture logic
2026-02-26 14:22:46 +09:00
Raffaele
26824edcfa [D3D12] Fix 4D5307DF fur textures
- Fixes issue https://github.com/xenia-canary/game-compatibility/issues/6
- Implements a copy texture logic
2026-02-26 14:22:46 +09:00
Herman S.
067641668f [GPU] Fix min/max blend operations to properly apply factors
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.
2026-02-25 09:39:03 +09:00
Herman S.
1e23aaf4fc Improve error handling in graphics memory init 2026-02-25 09:10:48 +09:00
Triang3l
95a5c3ee25 [GPU/WGF] Bind EDRAM to resolve dumping via ByteAddressBuffer
Simplifies binding by eliminating the need to switch between 32-bit and
64-bit views, and makes it possible to bind the EDRAM via a root descriptor
on Direct3D 12.
2026-02-18 22:40:20 +03:00
Triang3l
17bc5b48e3 [GPU/D3D12] Remove now-unused typed shared memory descriptors
All usage instances changed to ByteAddressBuffer.
2026-02-18 16:41:36 +03:00
Triang3l
80dad41454 [GPU/WGF] Use ByteAddressBuffer in precompiled shaders
Drivers and hardware may provide more optimal paths for untyped buffers
compared to typed.

Also, ByteAddressBuffer may be bound via a root descriptor in Direct3D 12,
greatly simplifying the binding logic.

ByteAddressBuffer also doesn't have the 128 * 2^20 element count limit that
typed and structured buffers have, and doesn't require the structure stride
to be specified at resource creation time in Direct3D 11.
2026-02-17 23:28:42 +03:00
Herman S.
3e3aee1ef2 [App] Update title to show apu and remove vulkan incomplete warning 2026-02-17 23:50:40 +09:00
Herman S.
5897de3eaf [Vulkan] Implement tiled_shared_memory for resolution scaling
Adds support for >3x resolution scaling to vulkan by implementing
sparse scaled resolve similar to the d3d12 implementation.
2026-02-17 21:31:25 +09:00
Herman S.
a092551735 [Vulkan/D3D12] Validate upload range bounds before vastcpy
The D3D12 backend's existing check only validated the last page of the
range. The Vulkan backend had no check at all and did not respect the
gpu_allow_invalid_upload_range cvar. Both now verify start and
end pages are mapped before copying, preventing access violations when
games reference unmapped guest physical memory during transitions.
2026-02-17 21:22:48 +09:00
Herman S.
ef505fbe3d [Vulkan] add no_discard_stencil_in_transfer_pipelines support 2026-02-17 17:54:01 +09:00
Herman S.
434644c301 Merge commit 'f2fabfdf0' into canary_experimental
Sync changes from master up to before the recent GPU changes, those will be
merged later
2026-02-17 16:59:38 +09:00
goldislead
1a9613705d Rework max anisotropy override to sampler creation (D3D12/Vulkan)
Revert ac6fd65 fetch additions and implement context-sensitive AF override.
2026-02-07 17:47:12 +01:00
Triang3l
c7f61342d7 [GPU/D3D12] Convert gamma-as-linear red to gamma in transfers to stencil
Co-authored-by: Herman S. <429230+has207@users.noreply.github.com>
2026-01-20 12:53:20 +03:00
Triang3l
0a19234b4e [GPU/D3D12] Add forgotten gamma conversion format check 2026-01-19 21:08:15 +03:00
Triang3l
cec9ca0ef2 [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.
2026-01-18 16:22:22 +03:00
Triang3l
0f23f05683 [GPU] Simplify local X offsetting with resolution scaling
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.
2026-01-13 23:14:15 +03:00
Triang3l
fe1fd36137 [D3D12/Vulkan] Simplify host GPU fence management
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.
2025-12-14 21:24:38 +03:00
yippeeeyay
2b77c4c08a [D3D12] Simplify Intel Arc GPU checking 2025-12-07 19:09:36 +01:00
Gliniak
038b11a537 [GPU] Removed nvapi
- According to reports d3d12_nvapi_use_driver_heap_priorities give no benefit
2025-12-05 21:54:06 +01:00
Gliniak
78e753ef52 [GPU] Added config option to enable/disable invalid memory uploads 2025-12-02 22:34:39 +01:00
Herman S.
e2c33686cc [GPU] Double-buffer readback_resolve.
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.
2025-12-01 17:38:34 +01:00
Gliniak
1bf98e9354 [D3D12] Restored memory access safeguard 2025-11-18 23:01:28 +01:00
Herman S.
4644657e83 [Vulkan] Implement readback_resolve for vulkan 2025-10-23 07:54:38 +02:00
Triang3l
0b2ffa3148 [GPU] Change texture load cbuffer to push constants
Simplify the code, eliminating the need for supporting requesting cbuffers
for anything other than guest draw command execution.
2025-08-20 12:46:26 +03:00
Gliniak
419c0149c9 [Base] Post merge fixes 2025-08-15 18:06:57 +02:00
Gliniak
c4bd676c5e Merge branch 'master' of https://github.com/xenia-project/xenia into canary_experimental 2025-08-15 15:37:50 +02:00
Triang3l
b5432ab83f [Vulkan] Refactoring and fixes for VulkanProvider and related areas
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.
2025-08-14 23:44:21 +03:00
Triang3l
a06be03f1b [GPU] Cleanup definitions of some registers
VS/PS_NUM_REG is 6-bit on Adreno 200, and games aren't seen using the
bit 7 to indicate that no GPRs are used. It's not clear why Freedreno
configures it this way.

Some texture fetch fields were deprecated or moved during the development
of the Xenos, reflect that in the comments.

Add definitions of the registers configuring the conversion of vertex
positions to fixed-point. Although there isn't much that can be done with
it when emulating using PC GPU APIs, there are some places in Xenia that
wrongly (though sometimes deliberately, for results closer to the behavior
of the host GPU) assume that the conversion works like in Direct3D 10+,
however the Xenos supports only up to 4 subpixel bits rather than 8. The
effects of this difference are largely negligible, though.

Also add more detailed info about register references and differences from
other ATI/AMD GPUs for potential future contributors.
2025-08-06 13:21:19 +03:00
Gliniak
37e3fe9eb6 [D3D12] Default to RTV on Intel ARC GPUs 2025-08-03 22:26:39 +02:00
Margen67
4cb783bf22 Header cleanup 2025-07-19 14:42:21 -07:00
Gliniak
3ba31d9f9a Revert "[D3D12] Changed default resource state based on GPU Validation"
This causes unexpected artifacts on 10 series Nvidia GPUs

This reverts commit 7566871220.
2025-05-04 08:57:42 +02:00
Gliniak
7797adf5f2 [UI] Fixed issue with freezing/crashing (BSOD) UI caused by incorrect fence 2025-04-26 11:17:27 +02:00
Gliniak
8f647c548d [D3D12] Removed GBV warning related to incorrect blend setup in specific conditions 2025-04-24 19:30:57 +02:00
Gliniak
7566871220 [D3D12] Changed default resource state based on GPU Validation
- This prevents GBV from spamming warnings
2025-04-22 19:31:31 +02:00