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path: root/src/video_core/renderer_vulkan/vk_compute_pipeline.cpp (follow)
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* video_core: Use sampler IDs instead pointers in the pipeline configWollnashorn2023-06-161-3/+3
| | | | The previous approach of storing pointers returned by `GetGraphicsSampler`/`GetComputeSampler` caused UB, as these functions can cause reallocation of the sampler slot vector and therefore invalidate the pointers
* video_core: Add per-image anisotropy heuristics (format & mip count)Wollnashorn2023-06-151-3/+3
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* renderer_vulkan: separate guest and host compute descriptor queuesLiam2023-05-101-6/+6
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* video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelinesWollnashorn2023-01-051-18/+24
| | | | | | As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk. These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
* vulkan_common: clean up extension usageLiam2022-12-041-1/+1
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* Shader Decompiler: Check for shift when deriving composite samplers.Fernando Sahmkow2022-10-061-2/+2
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* video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueuegerman772022-06-271-1/+1
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-1/+1
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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: Replace lock_guard with scoped_lockMerry2022-04-071-1/+1
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* vulkan: Fix rescaling push constant usageameerj2021-11-161-16/+20
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* shader: Properly blacklist and scale image loadsReinUsesLisp2021-11-161-1/+1
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* texture_cache: Simplify image view queries and blacklistingReinUsesLisp2021-11-161-40/+20
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* Texture Cache: Implement Blacklisting.Fernando Sahmkow2021-11-161-2/+27
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* vulkan: Implement rescaling shader patchingReinUsesLisp2021-11-161-12/+18
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* renderer_vulkan: Add setting to log pipeline statisticsReinUsesLisp2021-07-281-2/+11
| | | | | | | | | | | | | | | | Use VK_KHR_pipeline_executable_properties when enabled and available to log statistics about the pipeline cache in a game. For example, this is on Turing GPUs when generating a pipeline cache from Super Smash Bros. Ultimate: Average pipeline statistics ========================================== Code size: 6433.167 Register count: 32.939 More advanced results could be presented, at the moment it's just an average of all 3D and compute pipelines.
* vk_graphics_pipeline: Use VK_KHR_push_descriptor when availableReinUsesLisp2021-07-231-5/+3
| | | | ~51% faster on Nvidia compared to previous method.
* vk_pipeline_cache,shader_notify: Add shader notificationsReinUsesLisp2021-07-231-2/+10
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* buffer_cache: Reduce uniform buffer size from shader usageReinUsesLisp2021-07-231-1/+5
| | | | Increases performance significantly on certain titles.
* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-9/+13
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* vulkan: Defer descriptor set work to the Vulkan threadReinUsesLisp2021-07-231-17/+19
| | | | | | | Move descriptor lookup and update code to a separate thread. Delaying this removes work from the main GPU thread and allows creating descriptor layouts on another thread. This reduces a bit the workload of the main thread when new pipelines are encountered.
* vulkan: Rework descriptor allocation algorithmReinUsesLisp2021-07-231-2/+2
| | | | | | Create multiple descriptor pools on demand. There are some degrees of freedom what is considered a compatible pool to avoid wasting large pools on small descriptors.
* vk_compute_pipeline: Fix index comparison oversight on compute texture buffersReinUsesLisp2021-07-231-1/+1
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* shader: Fix bugs and build issues on GCCRodrigo Locatti2021-07-231-2/+2
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* shader: Implement indexed texturesReinUsesLisp2021-07-231-19/+27
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* shader: Implement D3D samplersReinUsesLisp2021-07-231-10/+21
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* spirv: Implement image buffersReinUsesLisp2021-07-231-9/+16
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* shader: Implement SULD and SUSTReinUsesLisp2021-07-231-0/+4
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* shader: Interact texture buffers with buffer cacheReinUsesLisp2021-07-231-9/+21
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* shader: Implement texture buffersReinUsesLisp2021-07-231-6/+9
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* shader: Remove atomic flags and use mutex + cond variable for pipelinesReinUsesLisp2021-07-231-5/+10
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* shader: Mark SSBOs as written when they areFernandoS272021-07-231-1/+1
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* vulkan: Create pipeline layouts in separate threadsReinUsesLisp2021-07-231-12/+7
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* vulkan: Build pipelines in parallel at runtimeReinUsesLisp2021-07-231-37/+58
| | | | | Wait from the worker thread for a pipeline to build before binding it to the command buffer. This allows queueing pipelines to multiple threads.
* shader: Implement VOTEameerj2021-07-231-1/+6
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-175/+34
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-0/+101
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* shader: Add denorm flush supportReinUsesLisp2021-07-231-6/+1
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-2/+138
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* shader: Remove old shader managementReinUsesLisp2021-07-231-134/+2
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* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-1/+1
| | | | | | | The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Resolve more variable shadowing scenarios pt.2Lioncash2020-12-051-8/+8
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-1/+1
| | | | | | | | | | | | | | | | | | | | | | | This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
* vk_compute_pipeline: Make use of designated initializers where applicableLioncash2020-07-161-63/+68
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* vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-1/+2
| | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* vulkan: Remove unnecessary includesLioncash2020-04-291-2/+0
| | | | | | | Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
* renderer_vulkan: Integrate Nvidia Nsight Aftermath on WindowsReinUsesLisp2020-04-141-0/+2
| | | | | | | | | | | | | | | | | | | | | Adds optional support for Nsight Aftermath. It is enabled through ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided by the environment variable NSIGHT_AFTERMATH_SDK. Nsight Aftermath allows an application to generate "minidumps" of the GPU state when a device loss happens. By analysing these on Nsight we can know what a game was doing and why it triggered a device loss. The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this directory is deleted every time a new instance is initialized with Nsight enabled. To enable it on yuzu there has a to be a driver and device capable of running Nsight Aftermath on Vulkan. That means only Turing based GPUs on the latest stable driver, beta drivers won't work for now. It is manually enabled in Configuration>Debug>Enable Graphics Debugging because when using all debugging capabilities there is a runtime cost.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-47/+82
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* vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-1/+1
| | | | | | | Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V).
* vk_compute_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+112
This abstraction represents a Vulkan compute pipeline.