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path: root/src/video_core/engines/kepler_compute.h (follow)
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* VideoCore: Implement DispatchIndirectFernando Sahmkow2023-08-271-0/+17
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* DMAPusher: Improve collection of non executing methodsFernando Sahmkow2023-01-011-0/+2
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* engines: Remove unnecessary castsLioncash2022-11-291-9/+5
| | | | In a few cases we have some casts that can be trivially removed.
* 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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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-1/+0
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* shader: Remove old shader managementReinUsesLisp2021-07-231-19/+1
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* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-1/+1
| | | | | | 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.
* common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp2021-01-151-8/+8
| | | | INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-5/+0
| | | | | | | | | | | | | | 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 GPUReinUsesLisp2020-08-221-7/+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 offlineReinUsesLisp2020-06-051-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | 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/+2
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* VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow2020-04-281-3/+4
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* DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow2020-04-231-0/+3
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* Shader_IR: Allow constant access of guest driver.Fernando Sahmkow2020-01-241-0/+2
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* GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow2020-01-241-0/+2
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* video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-231-0/+1
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* gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp2019-11-231-1/+6
| | | | | Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
* gl_shader_cache: Specialize shader workgroupReinUsesLisp2019-11-231-1/+1
| | | | | | Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
* common_func: Use std::array for INSERT_PADDING_* macros.bunnei2019-11-041-9/+9
| | | | - Zero initialization here is useful for determinism.
* maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp2019-10-281-4/+3
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* Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide itFernando Sahmkow2019-10-251-2/+11
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* VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.Fernando Sahmkow2019-10-251-2/+3
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* kepler_compute: Implement texture queriesReinUsesLisp2019-09-061-4/+19
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* kepler_compute: Use std::array for cbuf infoReinUsesLisp2019-06-081-2/+3
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* kepler_compute: Fix block_dim_x encodingReinUsesLisp2019-06-081-1/+1
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* Refactors and name corrections.Fernando Sahmkow2019-05-011-3/+1
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* Add Documentation Headers to all the GPU EnginesFernando Sahmkow2019-04-231-0/+6
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* Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow2019-04-231-3/+168
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* video_core/engines: Make memory manager members privateLioncash2019-04-061-2/+3
| | | | | These aren't used externally by anything, so they can be made private data members.
* video_core/engines: Remove unnecessary inclusions where applicableLioncash2019-04-061-1/+4
| | | | | | Replaces header inclusions with forward declarations where applicable and also removes unused headers within the cpp file. This reduces a few more dependencies on core/memory.h
* 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/+58
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.