Commit message (Collapse) | Author | Files | Lines | ||
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2022-01-04 | ShaderDecompiler: Add a debug option to dump the game's shaders. | Fernando Sahmkow | 1 | -0/+9 | |
2021-12-18 | Address format clang | vonchenplus | 1 | -1/+1 | |
2021-11-19 | Implement convert legacy to generic | Feng Chen | 1 | -0/+2 | |
2021-11-16 | shader: Properly scale image reads and add GL SPIR-V support | ReinUsesLisp | 1 | -3/+0 | |
Thanks for everything! | |||||
2021-11-16 | vulkan: Implement rescaling shader patching | ReinUsesLisp | 1 | -0/+3 | |
2021-09-14 | renderers: Log total pipeline count | Morph | 1 | -0/+2 | |
2021-08-30 | structured_control_flow: Conditionally invoke demote reorder pass | ameerj | 1 | -0/+2 | |
This is only needed on select drivers when a fragment shader discards/demotes. | |||||
2021-08-25 | vulkan_device: Add a check for int8 support | ameerj | 1 | -1/+1 | |
Silences validation errors when shaders use int8 without specifying its support to the API | |||||
2021-07-28 | renderer_vulkan: Add setting to log pipeline statistics | ReinUsesLisp | 1 | -9/+21 | |
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. | |||||
2021-07-23 | Revert "renderers: Disable async shader compilation" | ReinUsesLisp | 1 | -1/+1 | |
This reverts commit 4a152767286717fa69bfc94846a124a366f70065. | |||||
2021-07-23 | shader_environment: Receive cache version from outside | ReinUsesLisp | 1 | -3/+6 | |
This allows us invalidating OpenGL and Vulkan separately in the future. | |||||
2021-07-23 | renderers: Disable async shader compilation | ameerj | 1 | -1/+1 | |
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented. | |||||
2021-07-23 | shader: Ignore global memory ops on devices lacking int64 support | ameerj | 1 | -0/+1 | |
2021-07-23 | emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia | ReinUsesLisp | 1 | -0/+1 | |
Fix regression on Fire Emblem: Three Houses when using native fp16. | |||||
2021-07-23 | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | 1 | -6/+10 | |
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | |||||
2021-07-23 | shader: Emulate 64-bit integers when not supported | ReinUsesLisp | 1 | -1/+1 | |
Useful for mobile and Intel Xe devices. | |||||
2021-07-23 | shaders: Allow shader notify when async shaders is disabled | ameerj | 1 | -7/+5 | |
2021-07-23 | shader: Properly manage attributes not written from previous stages | ReinUsesLisp | 1 | -4/+12 | |
2021-07-23 | shader: Add support for native 16-bit floats | ReinUsesLisp | 1 | -4/+8 | |
2021-07-23 | shader: Rename maxwell/program.h to translate_program.h | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | vk_pipeline_cache: Skip cached pipelines with different dynamic state | ReinUsesLisp | 1 | -0/+6 | |
2021-07-23 | vulkan: Add VK_EXT_vertex_input_dynamic_state support | ReinUsesLisp | 1 | -4/+25 | |
Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate. | |||||
2021-07-23 | shader: Reorder shader cache directories | ReinUsesLisp | 1 | -10/+7 | |
2021-07-23 | vk_pipeline_cache,shader_notify: Add shader notifications | ReinUsesLisp | 1 | -21/+29 | |
2021-07-23 | vk_pipeline_cache: Add asynchronous shaders | ReinUsesLisp | 1 | -2/+24 | |
2021-07-23 | vk_pipeline_cache: Set support_derivative_control to true | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | vulkan: Conditionally use shaderInt16 | ReinUsesLisp | 1 | -1/+1 | |
Add support for Polaris AMD devices. | |||||
2021-07-23 | opengl: Declare fragment outputs even if they are not used | ReinUsesLisp | 1 | -0/+7 | |
Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change. | |||||
2021-07-23 | shader: Handle host exceptions | ReinUsesLisp | 1 | -11/+24 | |
2021-07-23 | video_core: Abstract transform feedback translation utility | ReinUsesLisp | 1 | -84/+2 | |
2021-07-23 | shader: Split profile and runtime information in separate structs | ReinUsesLisp | 1 | -211/+207 | |
2021-07-23 | vk_pipeline_cache: Enable int8 and int16 types on Vulkan | ReinUsesLisp | 1 | -0/+2 | |
2021-07-23 | Move SPIR-V emission functions to their own header | ReinUsesLisp | 1 | -4/+4 | |
2021-07-23 | shader: Initial OpenGL implementation | ReinUsesLisp | 1 | -18/+5 | |
2021-07-23 | spirv: Support OpenGL uniform buffers and change bindings | ReinUsesLisp | 1 | -2/+5 | |
2021-07-23 | shader: Address feedback | FernandoS27 | 1 | -9/+9 | |
2021-07-23 | shader: Implement VertexA stage | FernandoS27 | 1 | -3/+14 | |
2021-07-23 | shader: Move pipeline cache logic to separate files | ReinUsesLisp | 1 | -624/+95 | |
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL. | |||||
2021-07-23 | vulkan: Rework descriptor allocation algorithm | ReinUsesLisp | 1 | -1/+1 | |
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. | |||||
2021-07-23 | shader: Accelerate pipeline transitions and use dirty flags for shaders | ReinUsesLisp | 1 | -6/+25 | |
2021-07-23 | shader: Implement D3D samplers | ReinUsesLisp | 1 | -20/+12 | |
2021-07-23 | shader: Implement SR_Y_DIRECTION | FernandoS27 | 1 | -0/+1 | |
2021-07-23 | spirv: Implement ViewportMask with NV_viewport_array2 | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader: Implement tessellation shaders, polygon mode and invocation id | ReinUsesLisp | 1 | -0/+30 | |
2021-07-23 | vk_pipeline_cache: Silence GCC warnings | lat9nq | 1 | -0/+2 | |
Silences `-Werror=missing-field-initializers` due to missing initializers. | |||||
2021-07-23 | spirv: Implement alpha test | ameerj | 1 | -0/+36 | |
2021-07-23 | shader: Implement transform feedbacks and define file format | ReinUsesLisp | 1 | -3/+115 | |
2021-07-23 | shader: Implement early Z tests | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader: Implement geometry shaders | ReinUsesLisp | 1 | -6/+50 | |
2021-07-23 | shader: Implement ATOM/S and RED | ameerj | 1 | -0/+1 | |
2021-07-23 | nsight_aftermath_tracker: Report used shaders to Nsight Aftermath | ReinUsesLisp | 1 | -1/+3 | |
2021-07-23 | spirv: Guard against typeless image reads on unsupported devices | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader_recompiler,video_core: Cleanup some GCC and Clang errors | lat9nq | 1 | -2/+3 | |
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> | |||||
2021-07-23 | shader: Implement texture buffers | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | vk_pipeline_cache: Fix num of pipeline workers on weird platforms | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardware | FernandoS27 | 1 | -1/+3 | |
2021-07-23 | vk_pipeline_cache: Remove unnecesary scope in pipeline cache locking | ReinUsesLisp | 1 | -15/+12 | |
2021-07-23 | vk_pipeline_cache: Small fixes to the pipeline cache | FernandoS27 | 1 | -10/+14 | |
2021-07-23 | shader: Implement ViewportIndex | FernandoS27 | 1 | -0/+1 | |
2021-07-23 | vulkan: Serialize pipelines on a separate thread | ReinUsesLisp | 1 | -67/+63 | |
2021-07-23 | vulkan: Create pipeline layouts in separate threads | ReinUsesLisp | 1 | -1/+2 | |
2021-07-23 | vulkan: Build pipelines in parallel at runtime | ReinUsesLisp | 1 | -37/+41 | |
Wait from the worker thread for a pipeline to build before binding it to the command buffer. This allows queueing pipelines to multiple threads. | |||||
2021-07-23 | vk_pipeline_cache: Name SPIR-V modules | ReinUsesLisp | 1 | -1/+11 | |
2021-07-23 | spirv: Add fixed pipeline point size | ReinUsesLisp | 1 | -0/+3 | |
2021-07-23 | shader: Implement BRX | FernandoS27 | 1 | -1/+49 | |
2021-07-23 | vk_pipeline_cache: Fix size hashing of shaders | ReinUsesLisp | 1 | -8/+7 | |
2021-07-23 | shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when available | ReinUsesLisp | 1 | -4/+43 | |
2021-07-23 | shader: Better interpolation and disabled attributes support | ReinUsesLisp | 1 | -0/+3 | |
2021-07-23 | spirv: Remove dependencies on Environment when generating SPIR-V | ReinUsesLisp | 1 | -7/+3 | |
2021-07-23 | vk_pipeline_cache: Fix pipeline and shader caches | ReinUsesLisp | 1 | -6/+20 | |
2021-07-23 | shader: Implement TXQ and fix FragDepth | ReinUsesLisp | 1 | -0/+92 | |
2021-07-23 | shader: Implement NDC [-1, 1], attribute types and default varying initialization | ReinUsesLisp | 1 | -2/+31 | |
2021-07-23 | shader: Implement VOTE | ameerj | 1 | -0/+2 | |
2021-07-23 | vk_pipeline_cache: Add pipeline cache | ReinUsesLisp | 1 | -89/+302 | |
2021-07-23 | shader: Implement DMNMX, DSET, DSETP | ameerj | 1 | -0/+2 | |
2021-07-23 | spirv: Implement VertexId and InstanceId, refactor code | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader: Implement I2F | ReinUsesLisp | 1 | -1/+2 | |
2021-07-23 | shader: Add partial rasterizer integration | ReinUsesLisp | 1 | -81/+265 | |
2021-07-23 | spirv: Add SignedZeroInfNanPreserve logic | ameerj | 1 | -0/+4 | |
2021-07-23 | shader: Initial support for textures and TEX | ReinUsesLisp | 1 | -0/+4 | |
2021-07-23 | spirv: Fixes and Intel specific workarounds | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | shader: Rename, implement FADD.SAT and P2R (imm) | ReinUsesLisp | 1 | -2/+2 | |
2021-07-23 | shader: Add denorm flush support | ReinUsesLisp | 1 | -1/+14 | |
2021-07-23 | spirv: Add lower fp16 to fp32 pass | ReinUsesLisp | 1 | -2/+6 | |
2021-07-23 | shader: Primitive Vulkan integration | ReinUsesLisp | 1 | -35/+155 | |
2021-07-23 | shader: Remove old shader management | ReinUsesLisp | 1 | -359/+16 | |
2021-01-23 | vk_pipeline_cache: Properly bypass VertexA shaders | ReinUsesLisp | 1 | -9/+3 | |
The VertexA stage is not yet implemented, but Vulkan is adding its descriptors, causing a discrepancy in the pushed descriptors and the template. This generally ends up in a driver side crash. Bypass the VertexA stage for now. | |||||
2021-01-04 | renderer_vulkan: Move device abstraction to vulkan_common | ReinUsesLisp | 1 | -1/+1 | |
2021-01-03 | renderer_vulkan: Rename VKDevice to Device | ReinUsesLisp | 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. | |||||
2020-12-31 | vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.h | ReinUsesLisp | 1 | -1/+1 | |
Allows sharing Vulkan wrapper code between different rendering backends. | |||||
2020-12-30 | video_core: Rewrite the texture cache | ReinUsesLisp | 1 | -13/+15 | |
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. | |||||
2020-12-07 | video_core: Remove unnecessary enum class casting in logging messages | Lioncash | 1 | -1/+1 | |
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit. | |||||
2020-12-05 | video_core: Resolve more variable shadowing scenarios pt.3 | Lioncash | 1 | -10/+9 | |
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors. | |||||
2020-11-26 | vk_shader_decompiler: Implement force early fragment tests | ReinUsesLisp | 1 | -0/+1 | |
Force early fragment tests when the 3D method is enabled. The established pipeline cache takes care of recompiling if needed. This is implemented only on Vulkan to avoid invalidating the shader cache on OpenGL. | |||||
2020-11-25 | Refactor MaxwellToSpirvComparison. Use Common::BitCast | ameerj | 1 | -2/+2 | |
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc> | |||||
2020-11-25 | Address PR feedback from Rein | ameerj | 1 | -6/+4 | |
2020-11-25 | vulkan_renderer: Alpha Test Culling Implementation | ameerj | 1 | -0/+8 | |
Used by various textures in many titles, e.g. SSBU menu. | |||||
2020-10-13 | vk_graphics_pipeline: Manage primitive topology as fixed state | ReinUsesLisp | 1 | -2/+1 | |
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. | |||||
2020-09-06 | video_core: Remove all Core::System references in renderer | ReinUsesLisp | 1 | -52/+40 | |
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. | |||||
2020-08-16 | Remove unneeded newlines, optional Registry in shader params | ameerj | 1 | -1/+1 | |
Addressing feedback from Rodrigo | |||||
2020-08-16 | Address feedback, add shader compile notifier, update setting text | ameerj | 1 | -12/+11 | |
2020-08-16 | Vk Async Worker directly emplace in cache | ameerj | 1 | -5/+13 | |
2020-08-16 | Address feedback. Bruteforce delete duplicates | ameerj | 1 | -7/+9 | |
2020-08-16 | Vk Async pipeline compilation | ameerj | 1 | -4/+20 | |
2020-08-03 | vulkan: Silence more -Wmissing-field-initializer warnings | Lioncash | 1 | -0/+5 | |
2020-07-17 | vk_pipeline_cache: Make use of designated initializers where applicable | Lioncash | 1 | -31/+35 | |
2020-06-27 | vk_pipeline_cache: Avoid hashing and comparing dynamic state when possible | ReinUsesLisp | 1 | -3/+4 | |
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. | |||||
2020-06-27 | vulkan/fixed_pipeline_state: Move state out of individual structures | ReinUsesLisp | 1 | -3/+3 | |
2020-06-27 | fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_state | ReinUsesLisp | 1 | -1/+1 | |
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. | |||||
2020-06-07 | rasterizer_cache: Remove files and includes | ReinUsesLisp | 1 | -4/+3 | |
The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data. | |||||
2020-06-07 | vk_pipeline_cache: Use generic shader cache | ReinUsesLisp | 1 | -30/+35 | |
Trivial port the generic shader cache to Vulkan. | |||||
2020-06-02 | vk_rasterizer: Implement storage texels | ReinUsesLisp | 1 | -6/+10 | |
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler | |||||
2020-05-13 | vk_rasterizer: Implement constant attributes | ReinUsesLisp | 1 | -1/+3 | |
Constant attributes (in OpenGL known disabled attributes) are not supported on Vulkan, even with extensions. To emulate this behavior we return zero on reads from disabled vertex attributes in shader code. This has no caching cost because attribute formats are not dynamic state on Vulkan and we have to store it in the pipeline cache anyway. - Fixes Animal Crossing: New Horizons terrain borders | |||||
2020-05-10 | VkPipelineCache: Use a null shader on invalid address. | Fernando Sahmkow | 1 | -2/+1 | |
2020-04-29 | vulkan: Remove unnecessary includes | Lioncash | 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. | |||||
2020-04-26 | shader/memory_util: Deduplicate code | ReinUsesLisp | 1 | -59/+10 | |
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader. | |||||
2020-04-23 | shader_ir: Turn classes into data structures | ReinUsesLisp | 1 | -2/+2 | |
2020-04-23 | vk_pipeline_cache: Unify pipeline cache keys into a single operation | ReinUsesLisp | 1 | -0/+18 | |
This allows us to call Common::CityHash and std::memcmp only once for GraphicsPipelineCacheKey. While we are at it, do the same for compute. | |||||
2020-04-23 | vk_pipeline_cache: Fix unintentional memcpy into optional | ReinUsesLisp | 1 | -2/+4 | |
The intention behind this was to assign a float to from an uint32_t, but it was unintentionally being copied directly into the std::optional. Copy to a temporary and assign that temporary to std::optional. This can be replaced with std::bit_cast<float> once we are in C++20. | |||||
2020-04-22 | ShaderCache/PipelineCache: Cache null shaders. | Fernando Sahmkow | 1 | -4/+12 | |
2020-04-19 | fixed_pipeline_state: Pack rasterizer state | ReinUsesLisp | 1 | -3/+3 | |
Reduce FixedPipelineState's size to 600 bytes. | |||||
2020-04-19 | fixed_pipeline_state: Pack attribute state | ReinUsesLisp | 1 | -1/+1 | |
Reduce FixedPipelineState's size from 1384 to 664 bytes | |||||
2020-04-11 | renderer_vulkan: Drop Vulkan-Hpp | ReinUsesLisp | 1 | -36/+57 | |
2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 1 | -18/+20 | |
2020-04-06 | shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage. | namkazy | 1 | -1/+1 | |
2020-04-05 | clang-format | Nguyen Dac Nam | 1 | -2/+1 | |
2020-04-05 | add shader stage when init shader ir | namkazy | 1 | -1/+2 | |
2020-03-19 | vk_pipeline_cache: Remove unused variable | ReinUsesLisp | 1 | -1/+0 | |
2020-03-15 | vk_rasterizer: Reimplement clears with vkCmdClearAttachments | ReinUsesLisp | 1 | -2/+3 | |
2020-03-13 | vk_shader_decompiler: Use registry for specialization | ReinUsesLisp | 1 | -10/+7 | |
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 1 | -2/+2 | |
2020-02-28 | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 1 | -5/+0 | |
2020-02-24 | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | 1 | -35/+64 | |
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). | |||||
2020-01-24 | vk_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | 1 | -3/+0 | |
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. | |||||
2020-01-07 | vk_pipeline_cache: Initial implementation | ReinUsesLisp | 1 | -0/+352 | |
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute). | |||||
2020-01-07 | vk_pipeline_cache: Add file and define descriptor update template filler | ReinUsesLisp | 1 | -0/+43 | |
This function allows us to share code between compute and graphics pipelines compilation. |