bunnei
bf2ddb8fd5
Merge pull request #3677 from FernandoS27/better-sync
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Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22 22:09:38 -04:00
Fernando Sahmkow
afae40a99e
Merge pull request #3653 from ReinUsesLisp/nsight-aftermath
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renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
2020-04-22 11:39:01 -04:00
Fernando Sahmkow
39e5b72948
Async GPU: Correct flushing behavior to be similar to old async GPU behavior.
2020-04-22 11:36:26 -04:00
Fernando Sahmkow
f616dc0b59
Address Feedback.
2020-04-22 11:36:24 -04:00
ReinUsesLisp
b752faf2d3
vk_fence_manager: Initial implementation
2020-04-22 11:36:19 -04:00
Fernando Sahmkow
131b342130
OpenGL: Guarantee writes to Buffers.
2020-04-22 11:36:18 -04:00
Fernando Sahmkow
1fb516cd97
GPU: Implement Flush Requests for Async mode.
2020-04-22 11:36:17 -04:00
Fernando Sahmkow
b7bc3c2549
FenceManager: Manage syncpoints and rename fences to semaphores.
2020-04-22 11:36:16 -04:00
Fernando Sahmkow
4adfc9bb08
Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.
2020-04-22 11:36:14 -04:00
Fernando Sahmkow
165ae823f5
ThreadManager: Sync async reads on accurate gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
8b1eb44b3e
BufferCache: Implement OnCPUWrite and SyncGuestHost
2020-04-22 11:36:07 -04:00
Fernando Sahmkow
da8f17715d
GPU: Refactor synchronization on Async GPU
2020-04-22 11:36:06 -04:00
ReinUsesLisp
488ed8bd02
vk_rasterizer: Add lazy default buffer maker and use it for empty buffers
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Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.
Use this for disabled vertex and uniform buffers.
While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
2020-04-21 19:55:52 -03:00
ReinUsesLisp
0bbae63300
gl_rasterizer: Fix buffers without size
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On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.
Implement buffers without a size by binding a null buffer to OpenGL
without a side.
1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
2020-04-21 19:55:44 -03:00
Rodrigo Locatti
f293b15611
Merge pull request #3718 from ReinUsesLisp/better-pipeline-state
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fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
2020-04-21 18:17:58 -03:00
Amit Prakash Ambasta
5324b1d01e
Initialize quad_indexed_pass before uint8_pass
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Fixes Werror=reorder in gcc
2020-04-20 04:53:52 +05:30
ReinUsesLisp
ab6704f20c
fixed_pipeline_state: Pack attribute state
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Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -03:00
ReinUsesLisp
c961770900
vk_compute_pass: Implement indexed quads
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Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.
The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.
- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
2020-04-16 21:12:32 -03:00
Fernando Sahmkow
c81f256111
Merge pull request #3600 from ReinUsesLisp/no-pointer-buf-cache
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buffer_cache: Return handles instead of pointer to handles
2020-04-16 19:58:13 -04:00
ReinUsesLisp
090fd3fefa
buffer_cache: Return handles instead of pointer to handles
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The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.
This problem can be solved in the future with sparse buffers.
2020-04-16 02:33:34 -03:00
ReinUsesLisp
37e5c4fa7c
vk_rasterizer: Default to 1 viewports with a size of 0
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Silence validation layer errors.
2020-04-14 04:44:34 -03:00
ReinUsesLisp
6cfe2a7246
renderer_vulkan: Remove Nvidia checkpoints
2020-04-13 17:33:59 -03:00
Rodrigo Locatti
7e4a132a77
Merge pull request #3636 from ReinUsesLisp/drop-vk-hpp
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renderer_vulkan: Drop Vulkan-Hpp
2020-04-13 17:08:04 -03:00
ReinUsesLisp
94b0e2e5da
texture_cache: Remove preserve_contents
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preserve_contents was always true. We can't assume we don't have to
preserve clears because scissored and color masked clears exist.
This removes preserve_contents and assumes it as true at all times.
2020-04-11 01:51:02 -03:00
ReinUsesLisp
2905142f47
renderer_vulkan: Drop Vulkan-Hpp
2020-04-10 22:49:02 -03:00
Fernando Sahmkow
7cd6daf115
VkRasterizer: Eliminate Legacy code.
2020-04-08 18:59:09 -04:00
Fernando Sahmkow
913f42a3a7
Memory: Address Feedback.
2020-04-08 13:40:46 -04:00
Fernando Sahmkow
ea535d9470
Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
3dd5c07454
Query Cache: Use VAddr instead of physical memory for adressing.
2020-04-06 09:23:07 -04:00
Fernando Sahmkow
7fcd0fee6d
Buffer Cache: Use vAddr instead of physical memory.
2020-04-06 09:23:06 -04:00
Fernando Sahmkow
6ee316cb8f
Texture Cache: Use vAddr instead of physical memory for caching.
2020-04-06 09:23:05 -04:00
Fernando Sahmkow
9c0f40a1f5
GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr
2020-04-06 09:21:46 -04:00
ReinUsesLisp
fc51ece7bf
vk_rasterizer: Remove unused variable
2020-03-18 20:03:19 -03:00
Mat M
d787856621
Merge pull request #3518 from ReinUsesLisp/scissor-clears
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vk_rasterizer: Implement scissor clears and layered clears
2020-03-17 17:27:15 -04:00
ReinUsesLisp
71cc772988
vk_rasterizer: Implement layered clears
2020-03-15 18:37:19 -03:00
ReinUsesLisp
a7131af7d6
vk_rasterizer: Fix vertex range assert
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End can be equal to start in CalculateVertexArraysSize. This is quite
common when the vertex size is zero.
2020-03-15 04:04:17 -03:00
ReinUsesLisp
8baf98e439
vk_rasterizer: Reimplement clears with vkCmdClearAttachments
2020-03-15 03:40:41 -03:00
ReinUsesLisp
2fae1e6205
vk_rasterizer: Implement transform feedback binding zero
2020-03-13 18:33:05 -03:00
Fernando Sahmkow
00e9ba0603
Merge pull request #3483 from namkazt/patch-1
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vk_rasterizer: fix mistype on SetupGraphicsImages
2020-03-12 22:10:48 -04:00
Fernando Sahmkow
f159a12820
Merge pull request #3480 from ReinUsesLisp/vk-disabled-ubo
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vk_rasterizer: Support disabled uniform buffers
2020-03-12 22:09:49 -04:00
Rodrigo Locatti
22e825a3bc
Merge pull request #3301 from ReinUsesLisp/state-tracker
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video_core: Remove gl_state and use a state tracker based on dirty flags
2020-03-09 18:34:37 -03:00
Nguyen Dac Nam
16cfbb068c
vk_reasterizer: fix mistype on SetupGraphicsImages
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This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
2020-03-08 10:06:59 +07:00
ReinUsesLisp
e4f9ce0379
vk_rasterizer: Support disabled uniform buffers
2020-03-06 18:47:51 -03:00
bunnei
0361aa1915
Merge pull request #3451 from ReinUsesLisp/indexed-textures
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vk_shader_decompiler: Implement indexed textures
2020-03-05 11:42:46 -05:00
ReinUsesLisp
6669b359a3
vk_rasterizer: Pass Maxwell registers to dynamic updates
2020-02-28 17:56:43 -03:00
ReinUsesLisp
6ac3eb4d87
vk_state_tracker: Implement dirty flags for stencil properties
2020-02-28 17:56:43 -03:00
ReinUsesLisp
f9df2c6bcd
vk_state_tracker: Implement dirty flags for depth bounds
2020-02-28 17:56:43 -03:00
ReinUsesLisp
cd0e28c9ec
vk_state_tracker: Implement dirty flags for blend constants
2020-02-28 17:56:43 -03:00
ReinUsesLisp
a33870996b
vk_state_tracker: Implement dirty flags for depth bias
2020-02-28 17:56:43 -03:00
ReinUsesLisp
42f1874965
vk_state_tracker: Implement dirty flags for scissors
2020-02-28 17:56:43 -03:00
ReinUsesLisp
1bd95a314f
vk_state_tracker: Initial implementation
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Add support for render targets and viewports.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
96ac3d518a
gl_rasterizer: Remove dirty flags
2020-02-28 16:39:27 -03:00
bunnei
e22ad52cdb
Merge pull request #3425 from ReinUsesLisp/layered-framebuffer
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texture_cache: Implement layered framebuffer attachments
2020-02-24 10:14:50 -05:00
ReinUsesLisp
1e9213632a
vk_shader_decompiler: Implement indexed textures
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Implement accessing textures through an index. It uses the same
interface as OpenGL, the main difference is that Vulkan bindings are
forced to be arrayed (the binding index doesn't change for stacked
textures in SPIR-V).
2020-02-24 01:26:07 -03:00
bunnei
b2bc7682b4
Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
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maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
ReinUsesLisp
6a0220b2e1
texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
2020-02-16 04:19:32 -03:00
ReinUsesLisp
91aa58e410
maxwell_3d: Unify draw methods
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp
bcd348f238
vk_query_cache: Implement generic query cache on Vulkan
2020-02-14 17:38:27 -03:00
ReinUsesLisp
0eb36c90f4
vk_rasterizer: Use noexcept variants of std::bitset
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Removes bounds checking from "texceptions" instances.
2020-02-04 18:04:24 -03:00
ReinUsesLisp
09b1d762d7
vk_rasterizer: Address feedback
2020-01-17 21:40:01 -03:00
ReinUsesLisp
fe5356d223
vk_rasterizer: Implement Vulkan's rasterizer
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
2020-01-16 23:05:15 -03:00