- Matches ps3 accuracy for all tested values with few exceptions
- Do not enter the host OS kernel if waiting for less than 500us to avoid scheduler issues
1. rsx: Rework section synchronization using the new memory mirrors
2. rsx: Tweaks
- Simplify peeking into the current rsx::thread instance.
Use a simple rsx::get_current_renderer instead of asking fxm for the same
- Fix global rsx super memory shm block management
3. rsx: Improve memory validation. test_framebuffer() and
tag_framebuffer() are simplified due to mirror support
4. rsx: Only write back confirmed memory range to avoid overapproximation errors in blit engine
5. rsx: Explicitly mark clobbered flushable sections as dirty to have them
removed
6. rsx: Cumulative fixes
- Reimplement rsx::buffered_section management routines
- blit engine subsections are not hit-tested against confirmed/committed memory range
Not all applications are 'honest' about region bounds, making the real cpu range useless for blit ops
it's currently unknown whats the exact relationship between the prio and the group type SYS_SPU_THREAD_GROUP_TYPE_COOPERATE_WITH_SYSTEM (0x20).
tho we do know prio'es whom less than 16 are reserved for the system.
Use atomic variable to sync TTY size
Implement console_putc (liblv2)
Write plaintext instead of HTML
Slightly improve performance
Fix random line breaks in TTY
- opengl driver optimization for nvidia. On nvidia glTextureBufferRange performance is horrendous
-- Initialize texture buffer to whole buffer at startup and use absolute offsets to read data instead
-- Over 2x performance in some cases (Resogun, TNT racers)
- gl/vk: Do not flip non-existent display buffers. Fixes spec violation at boot in TNT racers demo
- whitespace fixes for sys_rsx
- Track last working state and reset to it if RSX starts to desync
-- This is especially useful when running vulkan since the renderer will easily outpace the rest of the system when merely recording draw commands
- Ignore empty sets
-- Mark empty/invalid IB sets as having 0 element counts.