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2023-03-09OpenGL: Prefer glClientWaitSync for OGLSync objectsameerj1-3/+1
At least on Nvidia, glClientWaitSync with a timeout of 0 (non-blocking) is faster than glGetSynciv of GL_SYNC_STATUS.
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow1-10/+3
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow1-2/+2
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+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.
2022-02-27gl_fence_manager: Minor optimization to signal queryingameerj1-2/+1
Per the spec, bufSize is the number of integers that will be written, in this case, 1. Also, the length argument is optional if the information of the number of elements written is not needed.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-1/+1
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.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-1/+1
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.
2020-12-04video_core: Resolve more variable shadowing scenariosLioncash1-7/+7
Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-3/+2
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
2020-08-24video_core/fence_manager: Remove unnecessary includesLioncash1-3/+4
Avoids pulling in unnecessary things that can cause rebuilds when they aren't required.
2020-05-21buffer_cache: Use boost::intrusive::set for cachingReinUsesLisp1-0/+1
Instead of using boost::icl::interval_map for caching, use boost::intrusive::set. interval_map is intended as a container where the keys can overlap with one another; we don't need this for caching buffers and a std::set-like data structure that allows us to search with lower_bound is enough.
2020-04-23GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,Fernando Sahmkow1-2/+1
2020-04-22Address Feedback.Fernando Sahmkow1-1/+1
2020-04-22QueryCache: Implement Async Flushes.Fernando Sahmkow1-3/+5
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-4/+20
2020-04-22FenceManager: Implement async buffer cache flushes on High settingsFernando Sahmkow1-2/+2
2020-04-22GPU: Implement a Fence Manager.Fernando Sahmkow1-0/+55