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rsx: Add toggle for zcull sync behaviour - Adds a relaxed sync mode where ZCULL reports are lazily nudged into flushing and the main core does not actually wait for the event to finish before proceeding - Can drastically improve performance in cases where the game actually does not utilize the report data
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@ -2196,7 +2196,18 @@ namespace rsx
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void thread::sync()
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{
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zcull_ctrl->sync(this);
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if (zcull_ctrl->has_pending())
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{
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if (g_cfg.video.relaxed_zcull_sync)
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{
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// Emit zcull sync hint and update; guarantees results to be written shortly after this event
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zcull_ctrl->update(this, 0, true);
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}
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else
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{
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zcull_ctrl->sync(this);
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}
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}
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// Fragment constants may have been updated
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m_graphics_state |= rsx::pipeline_state::fragment_constants_dirty;
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@ -2433,16 +2444,12 @@ namespace rsx
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Emu.Pause();
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}
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// Reset zcull ctrl
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// Reset ZCULL ctrl
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// NOTE: A semaphore release is part of RSX flip control and will handle ZCULL sync
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// TODO: These routines belong in the state reset routines controlled by sys_rsx and cellGcmSetFlip
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zcull_ctrl->set_active(this, false, true);
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zcull_ctrl->clear(this);
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if (zcull_ctrl->has_pending())
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{
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LOG_TRACE(RSX, "Dangling reports found, discarding...");
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zcull_ctrl->sync(this);
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}
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// Save current state
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m_queued_flip.stats = m_frame_stats;
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m_queued_flip.push(buffer);
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@ -560,8 +560,8 @@ VKGSRender::VKGSRender() : GSRender()
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// Confirmed in BLES01916 (The Evil Within) which uses RGB565 for some virtual texturing data.
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backend_config.supports_hw_renormalization = (vk::get_driver_vendor() == vk::driver_vendor::NVIDIA);
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// Stub
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backend_config.supports_hw_conditional_render = true;
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// Relaxed query synchronization
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backend_config.supports_hw_conditional_render = !!g_cfg.video.relaxed_zcull_sync;
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}
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VKGSRender::~VKGSRender()
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@ -497,6 +497,7 @@ struct cfg_root : cfg::node
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cfg::_bool strict_texture_flushing{this, "Strict Texture Flushing", false};
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cfg::_bool disable_native_float16{this, "Disable native float16 support", false};
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cfg::_bool multithreaded_rsx{this, "Multithreaded RSX", false};
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cfg::_bool relaxed_zcull_sync{this, "Relaxed ZCULL Sync", false};
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cfg::_int<1, 8> consequtive_frames_to_draw{this, "Consecutive Frames To Draw", 1};
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cfg::_int<1, 8> consequtive_frames_to_skip{this, "Consecutive Frames To Skip", 1};
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cfg::_int<50, 800> resolution_scale_percent{this, "Resolution Scale", 100};
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