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* astc_decoder: Refactor for style and more efficient memory useameerj2021-03-251-262/+307
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* astc_decoder: Reimplement LayersRodrigo Locatti2021-03-131-18/+15
| | | | Reimplements the approach to decoding layers in the compute shader. Fixes multilayer astc decoding when using Vulkan.
* astc_decoder: Fix out of bounds memory accessameerj2021-03-131-2/+10
| | | | resolves a crash with some anamolous textures found in Astral Chain.
* renderer_vulkan: Accelerate ASTC decodingameerj2021-03-131-21/+22
| | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
* host_shaders: Modify shader cmake integration to allow for larger shadersameerj2021-03-133-2/+25
| | | | using a raw string to encapsulate the entire shader code limits us to shaders of size less than 2KB. This change overcomes this limitation.
* renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj2021-03-131-0/+1288
| | | | | | ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
* renderer_opengl: Swizzle BGR textures on copyameerj2021-03-042-0/+16
| | | | | | OpenGL does not natively support BGR internal formats, which causes many BGR textures to render incorrectly, with Red and Blue channels swapped. This commit aims to address this by swizzling the blue and red channels on texture copies when a BGR format is encountered.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-133-30/+8
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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: host_shaders: Don't pass --quiet to glslangValidator if unavailablelat9nq2021-02-021-1/+19
| | | | | Prevents CMake from calling `glslangValidator` with `--quiet` when it is not available, i.e. on older downstream versions from Ubuntu.
* host_shaders/cmake: Pass --quiet to glslang to keep it quietReinUsesLisp2021-01-241-1/+1
| | | | Silences noisy builds on toolchains.
* host_shaders: Add Vulkan assembler compute shadersReinUsesLisp2020-12-304-0/+96
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* host_shaders: Add helper to blit depth stencil fragment shaderReinUsesLisp2020-12-302-0/+17
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* host_shaders: Add texture color blit fragment shaderReinUsesLisp2020-12-302-0/+15
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* host_shaders: Add shaders to present to the swapchainReinUsesLisp2020-12-303-0/+36
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* host_shaders: Add shaders to convert between depth and color imagesReinUsesLisp2020-12-303-0/+28
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* host_shaders: Add compute shader to copy BC4 as RG32UI to RGBA8ReinUsesLisp2020-12-302-0/+71
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* host_shaders: Add shader to render a full screen triangleReinUsesLisp2020-12-302-0/+30
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* host_shaders: Add pitch linear upload compute shaderReinUsesLisp2020-12-302-0/+87
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* host_shaders: Add block linear upload compute shadersReinUsesLisp2020-12-303-0/+249
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* host_shaders: Add copyright headers to OpenGL present shadersReinUsesLisp2020-12-302-0/+8
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* video_core/host_shaders: Add support for prebuilt SPIR-V shadersReinUsesLisp2020-12-301-16/+37
| | | | | Add support for building SPIR-V shaders from GLSL and generating headers to include the text of those same GLSL shaders to consume from OpenGL.
* video_core: Fix instances where msbuild always regenerated host shadersReinUsesLisp2020-09-242-12/+7
| | | | | | When HEADER_GENERATOR was included in the DEPENDS section of custom commands, msbuild assumed this was always modified. Changing this file is not common so we can remove it from there.
* video_core/host_shaders: Add CMake integration for string shadersReinUsesLisp2020-08-245-0/+97
Add the necessary CMake code to copy the contents in a string source shader (GLSL or GLASM) to a header file then consumed by video_core files. This allows editting GLSL in its own files without having to maintain them in source files. For now, only OpenGL presentation shaders are moved, but we can add GLASM presentation shaders and static SPIR-V generation through glslangValidator in the future.