Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Core: Eliminate core/memory dependancies. | Fernando Sahmkow | 2024-01-19 | 1 | -0/+1 |
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* | vulkan: centralize config | Alexandre Bouvier | 2023-08-02 | 1 | -1/+2 |
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* | renderer_vulkan: Respect viewport limit | GPUCode | 2023-06-28 | 1 | -2/+3 |
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* | video_core: Use sampler IDs instead pointers in the pipeline config | Wollnashorn | 2023-06-16 | 1 | -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) | Wollnashorn | 2023-06-15 | 1 | -3/+3 |
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* | renderer_vulkan: barrier attachment feedback loops | Liam | 2023-05-23 | 1 | -1/+2 |
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* | renderer_vulkan: separate guest and host compute descriptor queues | Liam | 2023-05-10 | 1 | -5/+5 |
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* | Remove fake vertex bindings when dynamic state is enabled | Kelebek1 | 2023-02-05 | 1 | -25/+1 |
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* | video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelines | Wollnashorn | 2023-01-05 | 1 | -24/+27 |
| | | | | | | 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: Fix drivers that don't support dynamic_state_2 up | Fernando Sahmkow | 2023-01-05 | 1 | -7/+10 |
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* | MacroHLE: Final cleanup and fixes. | Fernando Sahmkow | 2023-01-01 | 1 | -6/+5 |
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* | Vulkan: Add other additional pipeline specs | Fernando Sahmkow | 2023-01-01 | 1 | -1/+17 |
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* | Vulkan: Implement Dynamic State 3 | Fernando Sahmkow | 2023-01-01 | 1 | -10/+26 |
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* | Vulkan Implement Dynamic State 2 LogicOp and PatchVertices | Fernando Sahmkow | 2023-01-01 | 1 | -3/+6 |
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* | Vulkan: Implement Dynamic States 2 | Fernando Sahmkow | 2023-01-01 | 1 | -4/+15 |
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* | Merge pull request #7450 from FernandoS27/ndc-vulkan | liamwhite | 2022-12-17 | 1 | -4/+14 |
|\ | | | | | Vulkan: Add support for VK_EXT_depth_clip_control. | ||||
| * | Vulkan: Add support for VK_EXT_depth_clip_control. | FernandoS27 | 2022-12-14 | 1 | -4/+14 |
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* | | Fix validation errors on less compatible Intel GPU | yzct12345 | 2022-12-13 | 1 | -2/+8 |
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* | Vulkan: Implement Alpha coverage | Fernando Sahmkow | 2022-12-05 | 1 | -2/+2 |
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* | vulkan_common: clean up extension usage | Liam | 2022-12-04 | 1 | -1/+1 |
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* | Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation reg | Kelebek1 | 2022-11-11 | 1 | -0/+12 |
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* | video_core: Fix scaling graphical regressions for multiple games | FengChen | 2022-11-05 | 1 | -4/+4 |
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* | video_core: Fix SNORM texture buffer emulating error (#9001) | Feng Chen | 2022-11-04 | 1 | -2/+2 |
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* | Merge pull request #8858 from vonchenplus/mipmap | bunnei | 2022-11-04 | 1 | -4/+20 |
|\ | | | | | video_core: Generate mipmap texture by drawing | ||||
| * | video_core: Generate mipmap texture by drawing | FengChen | 2022-09-20 | 1 | -4/+20 |
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* | | Update 3D regs | Kelebek1 | 2022-10-07 | 1 | -13/+1 |
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* | | Shader Decompiler: Check for shift when deriving composite samplers. | Fernando Sahmkow | 2022-10-06 | 1 | -2/+3 |
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* | | VideoCore: Fix channels with disk pipeline/shader cache. | Fernando Sahmkow | 2022-10-06 | 1 | -9/+8 |
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* | renderer_vulkan: add format fallbacks for R16G16B16_SFLOAT, R16G16B16_SSCALED, R8G8B8_SSCALED | Liam | 2022-08-03 | 1 | -1/+1 |
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* | video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueue | german77 | 2022-06-27 | 1 | -1/+1 |
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* | video_core: Replace VKScheduler with Scheduler | german77 | 2022-06-27 | 1 | -2/+2 |
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* | general: Convert source file copyright comments over to SPDX | Morph | 2022-04-23 | 1 | -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_lock | Merry | 2022-04-07 | 1 | -1/+1 |
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* | Vulkan: Fix the checks for primitive restart extension. | Fernando Sahmkow | 2021-12-18 | 1 | -2/+5 |
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* | Vulkan: implement Logical Operations. | Fernando Sahmkow | 2021-12-18 | 1 | -2/+2 |
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* | Vulkan: Implement VK_EXT_primitive_topology_list_restart | Fernando Sahmkow | 2021-12-18 | 1 | -2/+2 |
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* | vulkan: Fix rescaling push constant usage | ameerj | 2021-11-16 | 1 | -6/+9 |
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* | emit_spirv: Fix RescalingLayout alignment | ameerj | 2021-11-16 | 1 | -2/+3 |
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* | emit_spirv: Fix RescalingLayout alignment | ameerj | 2021-11-16 | 1 | -1/+1 |
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* | shader: Properly blacklist and scale image loads | ReinUsesLisp | 2021-11-16 | 1 | -5/+9 |
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* | texture_cache: Simplify image view queries and blacklisting | ReinUsesLisp | 2021-11-16 | 1 | -41/+13 |
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* | Texture Cache: Implement Blacklisting. | Fernando Sahmkow | 2021-11-16 | 1 | -1/+27 |
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* | vulkan: Implement rescaling shader patching | ReinUsesLisp | 2021-11-16 | 1 | -4/+17 |
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* | vk_graphics_pipeline: Use Shader::NumDescriptors when possible | ReinUsesLisp | 2021-11-16 | 1 | -18/+6 |
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* | vk_graphics_pipeline: Force patch list topology when tessellation is used | ameerj | 2021-09-28 | 1 | -1/+10 |
| | | | | Fixes a crash on some drivers when tessellation is used but the IA topology is not patch list. | ||||
* | general: Update style to clang-format-12 | ameerj | 2021-09-24 | 1 | -2/+3 |
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* | renderer_vulkan: Add setting to log pipeline statistics | ReinUsesLisp | 2021-07-28 | 1 | -4/+12 |
| | | | | | | | | | | | | | | | | 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. | ||||
* | renderers: Fix clang formatting | ameerj | 2021-07-23 | 1 | -3/+2 |
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* | vk_graphics_pipeline: Implement smooth lines | ReinUsesLisp | 2021-07-23 | 1 | -0/+21 |
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* | vk_graphics_pipeline: Implement line width | ReinUsesLisp | 2021-07-23 | 1 | -1/+2 |
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* | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | 2021-07-23 | 1 | -4/+2 |
| | | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | ||||
* | vk_graphics_pipeline: Implement conservative rendering | ReinUsesLisp | 2021-07-23 | 1 | -9/+24 |
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* | shader: Unify shader stage types | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
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* | vk_graphics_pipeline: Use VK_KHR_push_descriptor when available | ReinUsesLisp | 2021-07-23 | 1 | -10/+18 |
| | | | | ~51% faster on Nvidia compared to previous method. | ||||
* | vk_graphics_pipeline: Fix path with no VK_EXT_extended_dynamic_state | Rodrigo Locatti | 2021-07-23 | 1 | -1/+1 |
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* | vulkan: Add VK_EXT_vertex_input_dynamic_state support | ReinUsesLisp | 2021-07-23 | 1 | -40/+67 |
| | | | | | Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate. | ||||
* | vulkan: Use VK_EXT_provoking_vertex when available | ReinUsesLisp | 2021-07-23 | 1 | -1/+9 |
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* | vk_pipeline_cache,shader_notify: Add shader notifications | ReinUsesLisp | 2021-07-23 | 1 | -13/+17 |
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* | buffer_cache: Reduce uniform buffer size from shader usage | ReinUsesLisp | 2021-07-23 | 1 | -5/+9 |
| | | | | Increases performance significantly on certain titles. | ||||
* | vulkan: Enable depth bounds and use it conditionally | ReinUsesLisp | 2021-07-23 | 1 | -1/+4 |
| | | | | Intel devices pre-Xe don't support this. | ||||
* | buffer_cache: Mark uniform buffers as dirty if any enable bit changes | ReinUsesLisp | 2021-07-23 | 1 | -1/+5 |
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* | shader: Initial OpenGL implementation | ReinUsesLisp | 2021-07-23 | 1 | -10/+12 |
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* | vk_graphics_pipeline: Fix texture buffer descriptors | ReinUsesLisp | 2021-07-23 | 1 | -7/+8 |
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* | vulkan: Defer descriptor set work to the Vulkan thread | ReinUsesLisp | 2021-07-23 | 1 | -21/+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 algorithm | ReinUsesLisp | 2021-07-23 | 1 | -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_graphics_pipeline: Generate specialized pipeline config functions and improve code | ReinUsesLisp | 2021-07-23 | 1 | -29/+210 |
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* | shader: Accelerate pipeline transitions and use dirty flags for shaders | ReinUsesLisp | 2021-07-23 | 1 | -21/+25 |
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* | vk_graphics_pipeline: Guard against non-tessellation pipelines using patches | ReinUsesLisp | 2021-07-23 | 1 | -2/+8 |
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* | shader: Fix bugs and build issues on GCC | Rodrigo Locatti | 2021-07-23 | 1 | -1/+1 |
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* | shader: Fix render targets with null attachments | ReinUsesLisp | 2021-07-23 | 1 | -5/+13 |
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* | shader: Implement indexed textures | ReinUsesLisp | 2021-07-23 | 1 | -25/+38 |
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* | shader: Implement D3D samplers | ReinUsesLisp | 2021-07-23 | 1 | -7/+18 |
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* | shader: Implement tessellation shaders, polygon mode and invocation id | ReinUsesLisp | 2021-07-23 | 1 | -1/+2 |
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* | spirv: Implement image buffers | ReinUsesLisp | 2021-07-23 | 1 | -12/+19 |
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* | shader: Implement SULD and SUST | ReinUsesLisp | 2021-07-23 | 1 | -0/+4 |
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* | shader_recompiler,video_core: Cleanup some GCC and Clang errors | lat9nq | 2021-07-23 | 1 | -10/+11 |
| | | | | | | | | | | | | | | | | | Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc> | ||||
* | shader: Interact texture buffers with buffer cache | ReinUsesLisp | 2021-07-23 | 1 | -7/+24 |
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* | shader: Implement texture buffers | ReinUsesLisp | 2021-07-23 | 1 | -5/+9 |
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* | vk_compute_pass: Fix compute passes | ReinUsesLisp | 2021-07-23 | 1 | -0/+2 |
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* | shader: Remove atomic flags and use mutex + cond variable for pipelines | ReinUsesLisp | 2021-07-23 | 1 | -4/+10 |
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* | shader: Mark SSBOs as written when they are | FernandoS27 | 2021-07-23 | 1 | -1/+1 |
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* | vulkan: Create pipeline layouts in separate threads | ReinUsesLisp | 2021-07-23 | 1 | -12/+14 |
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* | vulkan: Build pipelines in parallel at runtime | ReinUsesLisp | 2021-07-23 | 1 | -28/+44 |
| | | | | | 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: Better interpolation and disabled attributes support | ReinUsesLisp | 2021-07-23 | 1 | -2/+2 |
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* | shader: Fix rasterizer integration order issues | ReinUsesLisp | 2021-07-23 | 1 | -2/+5 |
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* | shader: Implement NDC [-1, 1], attribute types and default varying initialization | ReinUsesLisp | 2021-07-23 | 1 | -0/+3 |
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* | shader: Add partial rasterizer integration | ReinUsesLisp | 2021-07-23 | 1 | -0/+445 |
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* | shader: Remove old shader management | ReinUsesLisp | 2021-07-23 | 1 | -484/+0 |
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* | fixed_pipeline_cache: Use dirty flags to lazily update key | ReinUsesLisp | 2021-02-13 | 1 | -3/+0 |
| | | | | | Use dirty flags to avoid building pipeline key from scratch on each draw call. This saves a bit of unnecesary work on each draw call. | ||||
* | vk_graphics_pipeline: Fix narrowing conversion on MSVC | ReinUsesLisp | 2021-01-25 | 1 | -2/+2 |
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* | video_core: Silence -Wmissing-field-initializers warnings | ReinUsesLisp | 2021-01-24 | 1 | -0/+1 |
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* | Merge pull request #5231 from ReinUsesLisp/dyn-bindings | bunnei | 2021-01-08 | 1 | -10/+3 |
|\ | | | | | renderer_vulkan/fixed_pipeline_state: Move enabled bindings to static state | ||||
| * | renderer_vulkan/fixed_pipeline_state: Move enabled bindings to static state | ReinUsesLisp | 2020-12-26 | 1 | -10/+3 |
| | | | | | | | | | | | | | | | | | | | | | | | | Without using VK_EXT_robustness2, we can't consider the 'enabled' (not null) vertex buffers as dynamic state, as this leads to invalid Vulkan state. Move this to static state that is always hashed and compared in the pipeline key. The bits for enabled vertex buffers are moved into the attribute state bitfield. This is not 'correct' as it's not an attribute state, but that struct has bits to spare, and it's used in an array of 32 elements (the exact same number of vertex buffer bindings). | ||||
* | | renderer_vulkan: Move device abstraction to vulkan_common | ReinUsesLisp | 2021-01-04 | 1 | -1/+1 |
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* | | renderer_vulkan: Rename VKDevice to Device | ReinUsesLisp | 2021-01-03 | 1 | -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.h | ReinUsesLisp | 2020-12-31 | 1 | -1/+1 |
| | | | | | | | | Allows sharing Vulkan wrapper code between different rendering backends. | ||||
* | | video_core: Rewrite the texture cache | ReinUsesLisp | 2020-12-30 | 1 | -23/+41 |
|/ | | | | | | | | | | | | | | 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: Make use of ordered container contains() where applicable | Lioncash | 2020-12-07 | 1 | -1/+1 |
| | | | | | | With C++20, we can use the more concise contains() member function instead of comparing the result of the find() call with the end iterator. | ||||
* | video_core: Resolve more variable shadowing scenarios pt.2 | Lioncash | 2020-12-05 | 1 | -19/+19 |
| | | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code. | ||||
* | General: Resolve a few missing initializer warnings | Lioncash | 2020-10-30 | 1 | -0/+2 |
| | | | | Resolves a few -Wmissing-initializer warnings. | ||||
* | vk_graphics_pipeline: Manage primitive topology as fixed state | ReinUsesLisp | 2020-10-13 | 1 | -3/+2 |
| | | | | | | | | | Vulkan has requirements for primitive topologies that don't play nicely with yuzu's. Since it's only 4 bits, we can move it to fixed state without changing the size of the pipeline key. - Fixes a regression on recent Nvidia drivers on Fire Emblem: Three Houses. | ||||
* | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore | ReinUsesLisp | 2020-09-19 | 1 | -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. | ||||
* | Remove unneeded newlines, optional Registry in shader params | ameerj | 2020-08-16 | 1 | -4/+3 |
| | | | | Addressing feedback from Rodrigo | ||||
* | Address feedback, add shader compile notifier, update setting text | ameerj | 2020-08-16 | 1 | -4/+5 |
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* | Vk Async pipeline compilation | ameerj | 2020-08-16 | 1 | -3/+2 |
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* | vk_graphics_pipeline: Resolve narrowing warnings | Lioncash | 2020-07-17 | 1 | -2/+4 |
| | | | | | For whatever reason, VK_TRUE and VK_FALSE aren't defined as having a VkBool32 type, so we need to cast to it explicitly. | ||||
* | vk_graphics_pipeline: Make use of designated initializers where applicable | Lioncash | 2020-07-14 | 1 | -198/+223 |
| | | | | Avoids redundant variable name repetitions. | ||||
* | vk_pipeline_cache: Avoid hashing and comparing dynamic state when possible | ReinUsesLisp | 2020-06-27 | 1 | -2/+16 |
| | | | | | | With extended dynamic states, some bytes don't have to be collected from the pipeline key, hence we can avoid hashing and comparing them on lookups. | ||||
* | vulkan/fixed_pipeline_state: Move state out of individual structures | ReinUsesLisp | 2020-06-27 | 1 | -27/+26 |
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* | vk_rasterizer: Use VK_EXT_extended_dynamic_state | ReinUsesLisp | 2020-06-27 | 1 | -2/+18 |
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* | fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_state | ReinUsesLisp | 2020-06-27 | 1 | -6/+6 |
| | | | | | | | This moves dynamic state present in VK_EXT_extended_dynamic_state to a separate structure in FixedPipelineState. This is structure is at the bottom allowing us to hash and memcmp only when the extension is not supported. | ||||
* | Merge pull request #3816 from ReinUsesLisp/vk-rasterizer-enable | bunnei | 2020-05-12 | 1 | -1/+1 |
|\ | | | | | vk_graphics_pipeline: Implement rasterizer_enable on Vulkan | ||||
| * | vk_graphics_pipeline: Implement rasterizer_enable on Vulkan | ReinUsesLisp | 2020-05-02 | 1 | -1/+1 |
| | | | | | | | | | | We can simply enable rasterizer discard matching the current pipeline key. | ||||
* | | vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle | ReinUsesLisp | 2020-05-04 | 1 | -0/+32 |
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* | | Merge pull request #3732 from lioncash/header | bunnei | 2020-05-02 | 1 | -1/+0 |
|\ \ | |/ |/| | vulkan: Remove unnecessary includes | ||||
| * | vulkan: Remove unnecessary includes | Lioncash | 2020-04-29 | 1 | -1/+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. | ||||
* | | maxwell_3d: Fix depth clamping register | ReinUsesLisp | 2020-04-28 | 1 | -1/+1 |
|/ | | | | | | | | | | | | | | | | | | | | | | Using deko3d as reference: https://github.com/devkitPro/deko3d/blob/4e47ba0013552e592a86ab7a2510d1e7dadf236a/source/maxwell/gpu_3d_state.cpp#L42 We were using bits 3 and 4 to determine depth clamping, but these are the same both enabled and disabled: state->depthClampEnable ? 0x101A : 0x181D The same happens on Nvidia's OpenGL driver, where they do something like this (default capabilities, GL 4.5 compatibility): (state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c There's always a difference between the first bits in this register, but bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This commit changes yuzu's behaviour to use bit 11 to determine depth clamping. - Fixes depth issues on Super Mario Odyssey's intro. | ||||
* | vk_renderpass_cache: Pack renderpass cache key to 12 bytes | ReinUsesLisp | 2020-04-23 | 1 | -1/+1 |
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* | Merge pull request #3653 from ReinUsesLisp/nsight-aftermath | Fernando Sahmkow | 2020-04-22 | 1 | -0/+2 |
|\ | | | | | renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows | ||||
| * | renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows | ReinUsesLisp | 2020-04-14 | 1 | -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. | ||||
* | | fixed_pipeline_state: Pack blending state | ReinUsesLisp | 2020-04-19 | 1 | -16/+15 |
| | | | | | | | | Reduce FixedPipelineState's size to 364 bytes. | ||||
* | | fixed_pipeline_state: Pack rasterizer state | ReinUsesLisp | 2020-04-19 | 1 | -7/+5 |
| | | | | | | | | Reduce FixedPipelineState's size to 600 bytes. | ||||
* | | fixed_pipeline_state: Pack depth stencil state | ReinUsesLisp | 2020-04-19 | 1 | -10/+10 |
| | | | | | | | | Reduce FixedPipelineState's size to 632 bytes. | ||||
* | | fixed_pipeline_state: Pack attribute state | ReinUsesLisp | 2020-04-19 | 1 | -11/+17 |
|/ | | | | Reduce FixedPipelineState's size from 1384 to 664 bytes | ||||
* | renderer_vulkan: Drop Vulkan-Hpp | ReinUsesLisp | 2020-04-11 | 1 | -132/+246 |
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* | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | 2020-02-24 | 1 | -2/+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_graphics_pipeline: Set front facing properly | ReinUsesLisp | 2020-01-18 | 1 | -2/+1 |
| | | | | | | Front face was being forced to a certain value when cull face is disabled. Set a default value on initialization and drop the forcefully set front facing value with culling disabled. | ||||
* | vk_graphics_pipeline: Initial implementation | ReinUsesLisp | 2020-01-07 | 1 | -0/+271 |
This abstractio represents the state of the 3D engine at a given draw. Instead of changing individual bits of the pipeline how it's done in APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put everything together into a single, immutable object. It takes advantage of the few dynamic states Vulkan offers. |