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path: root/src/video_core/engines/kepler_compute.cpp (follow)
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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.
* video_core: Reduce unused includesameerj2022-03-191-1/+0
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* Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow2022-01-291-0/+1
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* shader: Unify shader stage typesReinUsesLisp2021-07-231-1/+0
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* shader: Remove old shader managementReinUsesLisp2021-07-231-43/+1
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* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-1/+0
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-2/+2
| | | | | | Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-21/+5
| | | | | | | | | | | | | | 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.
* video_core: Initialize renderer with a GPUReinUsesLisp2020-08-221-8/+9
| | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* shader/texture: Join separate image and sampler pairs offlineReinUsesLisp2020-06-051-1/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
* Clang Format and Documentation.Fernando Sahmkow2020-04-281-1/+1
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* VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow2020-04-281-7/+6
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* Clang Format.Fernando Sahmkow2020-04-231-1/+2
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* DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow2020-04-231-0/+6
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* kepler_compute: Remove unused variablesReinUsesLisp2020-03-191-8/+0
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* const_buffer_engine_interface: Store component typesReinUsesLisp2020-03-091-1/+1
| | | | | This is required for Vulkan. Sampling integer textures with float handles is illegal.
* video_core: Reintroduce dirty flags infrastructureReinUsesLisp2020-02-281-0/+3
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* gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-3/+0
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* Shader_IR: Allow constant access of guest driver.Fernando Sahmkow2020-01-241-0/+4
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* GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow2020-01-241-0/+4
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* video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-231-0/+1
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* maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp2019-10-281-7/+5
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* Shader_IR: Clang formatFernando Sahmkow2019-10-251-2/+1
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* Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow2019-10-251-0/+18
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* VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-251-1/+2
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* kepler_compute: Implement texture queriesReinUsesLisp2019-09-061-0/+53
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* Merge pull request #2734 from ReinUsesLisp/compute-shadersbunnei2019-07-221-3/+4
|\ | | | | gl_rasterizer: Implement compute shaders
| * gl_rasterizer: Implement compute shadersReinUsesLisp2019-07-151-3/+4
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* | Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow2019-07-171-1/+1
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* Corrections and stylingFernando Sahmkow2019-04-231-1/+1
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* Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow2019-04-231-4/+33
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* video_core/engines: Remove unnecessary includesLioncash2019-03-061-2/+1
| | | | | | | | | Removes a few unnecessary dependencies on core-related machinery, such as the core.h and memory.h, which reduces the amount of rebuilding necessary if those files change. This also uncovered some indirect dependencies within other source files. This also fixes those.
* kepler_compute: Fixup assert and rename enginesReinUsesLisp2019-02-101-0/+34
When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation.