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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* TextureCache: Modify Viewports/Scissors according to Rescale.Fernando Sahmkow2021-11-161-1/+2
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* VideoCore: Initial Setup for the Resolution Scaler.Fernando Sahmkow2021-11-161-0/+1
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* Vulkan Rasterizer: Correct DepthBias/PolygonOffset on Vulkan.Fernando Sahmkow2021-09-231-0/+3
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* shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp2021-07-231-0/+2
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* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-1/+7
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-0/+3
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* DirtyFlags: relax need to set render_targets as dirty Fernando Sahmkow2020-03-141-2/+0
| | | | | The texture cache already takes care of setting a render target to dirty when invalidated.
* video_core/dirty_flags: Address feedbackReinUsesLisp2020-02-281-4/+4
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* dirty_flags: Deduplicate code between OpenGL and VulkanReinUsesLisp2020-02-281-0/+23
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* video_core: Reintroduce dirty flags infrastructureReinUsesLisp2020-02-281-0/+28