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RSX: Multi-context support [part 1] #15421
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We believe in you, KD-11 ! :) |
@kd-11 |
There should be no visible changes. There are some improvements related to FIFO reordering (optimization) since it was broken before. If you're seeing visual problems let us know, visual output should have remained the same. |
Thanks for your reply. |
Cleaned all caches. Created new PPUs modules for that PR build. Choplifter HD NPUB30619 when starting in load screen randomly happen the bug "rendering ahead". Before the correct screen loading sequence is showed an screen with flickering graphics from game title in few miliseconds. Hard to do an screenshot. Burnout Paradise NPUB30040 has much better performance with that PR. Never before was possible in some moments reach gameplay 100 % speed in AMD FX. Now with that PR run in several moments in 100 % =) Other games are with same performance. Perhaps your code in FIFO reordering ? That PR not does slowdowns. Some games are with better performance and more stable. THANKS VERY MUCH KD-11 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
@Augusto7743 I'll check it as soon as I will be home after my job |
so yeah, it didn't work out |
First part of multi-context work. We start by basically refactoring everything into manageable logical units. This refactor focused more on separating the hardware bits but a lot more work is needed in the "thread" since it grew into a monstrosity.
The concept of a hardware context is introduced though currently not used.
#15424
Still WIP, linux/BSD/apple support is not yet ready.