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2022-12-08video_core: Implement maxwell3d draw manager and split draw logicFeng Chen1-1/+2
2022-12-04vulkan_common: clean up extension usageLiam1-9/+9
2022-12-01shader_recompiler: add gl_Layer translation GS for older hardwareLiam1-1/+32
2022-11-27Vulkan: update initializationLiam1-2/+2
Co-authored-by: bylaws <bylaws@users.noreply.github.com>
2022-11-11ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph1-0/+1
2022-11-07video_core: Fix few issues in Tess stageFengChen1-0/+1
2022-11-04Update shader cache version. (#9175)gidoly1-1/+1
2022-10-07Update 3D regsKelebek11-33/+34
2022-10-06VideoCore: Fix channels with disk pipeline/shader cache.Fernando Sahmkow1-4/+4
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow1-15/+13
2022-10-04common: remove "yuzu:" prefix from thread namesLiam1-2/+2
2022-09-20video_core: Fix legacy to generic location unpairedFengChen1-0/+1
2022-08-31(shader/pipeline)_cache: Raise shader/pipeline cache versionMorph1-1/+1
Since the following commit: https://github.com/yuzu-emu/yuzu/commit/a83a5d2e4c8932df864dd4cea2b04d87a12c8760 , many games will refuse to boot unless the shader/pipeline cache has been invalidated.
2022-08-25video_code: support rectangle textureFengChen1-1/+3
2022-07-30video_core: stop waiting for shader compilation on user cancelLiam1-1/+1
2022-06-27video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueuegerman771-1/+1
2022-06-27video_core: Replace VKScheduler with Schedulergerman771-1/+1
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam1-2/+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.
2022-04-07video_core: Replace lock_guard with scoped_lockMerry1-2/+2
2022-03-19video_core: Reduce unused includesameerj1-2/+0
2022-01-04ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow1-0/+9
2021-12-18Address format clangvonchenplus1-1/+1
2021-11-19Implement convert legacy to genericFeng Chen1-0/+2
2021-11-16shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp1-3/+0
Thanks for everything!
2021-11-16vulkan: Implement rescaling shader patchingReinUsesLisp1-0/+3
2021-09-14renderers: Log total pipeline countMorph1-0/+2
2021-08-30structured_control_flow: Conditionally invoke demote reorder passameerj1-0/+2
This is only needed on select drivers when a fragment shader discards/demotes.
2021-08-25vulkan_device: Add a check for int8 supportameerj1-1/+1
Silences validation errors when shaders use int8 without specifying its support to the API
2021-07-28renderer_vulkan: Add setting to log pipeline statisticsReinUsesLisp1-9/+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.
2021-07-23Revert "renderers: Disable async shader compilation"ReinUsesLisp1-1/+1
This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
2021-07-23shader_environment: Receive cache version from outsideReinUsesLisp1-3/+6
This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-23renderers: Disable async shader compilationameerj1-1/+1
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
2021-07-23shader: Ignore global memory ops on devices lacking int64 supportameerj1-0/+1
2021-07-23emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp1-0/+1
Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-23shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp1-6/+10
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-23shader: Emulate 64-bit integers when not supportedReinUsesLisp1-1/+1
Useful for mobile and Intel Xe devices.
2021-07-23shaders: Allow shader notify when async shaders is disabledameerj1-7/+5
2021-07-23shader: Properly manage attributes not written from previous stagesReinUsesLisp1-4/+12
2021-07-23shader: Add support for native 16-bit floatsReinUsesLisp1-4/+8
2021-07-23shader: Rename maxwell/program.h to translate_program.hReinUsesLisp1-1/+1
2021-07-23vk_pipeline_cache: Skip cached pipelines with different dynamic stateReinUsesLisp1-0/+6
2021-07-23vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp1-4/+25
Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
2021-07-23shader: Reorder shader cache directoriesReinUsesLisp1-10/+7
2021-07-23vk_pipeline_cache,shader_notify: Add shader notificationsReinUsesLisp1-21/+29
2021-07-23vk_pipeline_cache: Add asynchronous shadersReinUsesLisp1-2/+24
2021-07-23vk_pipeline_cache: Set support_derivative_control to trueReinUsesLisp1-0/+1
2021-07-23vulkan: Conditionally use shaderInt16ReinUsesLisp1-1/+1
Add support for Polaris AMD devices.
2021-07-23opengl: Declare fragment outputs even if they are not usedReinUsesLisp1-0/+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.
2021-07-23shader: Handle host exceptionsReinUsesLisp1-11/+24
2021-07-23video_core: Abstract transform feedback translation utilityReinUsesLisp1-84/+2
2021-07-23shader: Split profile and runtime information in separate structsReinUsesLisp1-211/+207
2021-07-23vk_pipeline_cache: Enable int8 and int16 types on VulkanReinUsesLisp1-0/+2
2021-07-23Move SPIR-V emission functions to their own headerReinUsesLisp1-4/+4
2021-07-23shader: Initial OpenGL implementationReinUsesLisp1-18/+5
2021-07-23spirv: Support OpenGL uniform buffers and change bindingsReinUsesLisp1-2/+5
2021-07-23shader: Address feedbackFernandoS271-9/+9
2021-07-23shader: Implement VertexA stageFernandoS271-3/+14
2021-07-23shader: Move pipeline cache logic to separate filesReinUsesLisp1-624/+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.
2021-07-23vulkan: Rework descriptor allocation algorithmReinUsesLisp1-1/+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.
2021-07-23shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp1-6/+25
2021-07-23shader: Implement D3D samplersReinUsesLisp1-20/+12
2021-07-23shader: Implement SR_Y_DIRECTIONFernandoS271-0/+1
2021-07-23spirv: Implement ViewportMask with NV_viewport_array2ReinUsesLisp1-0/+1
2021-07-23shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp1-0/+30
2021-07-23vk_pipeline_cache: Silence GCC warningslat9nq1-0/+2
Silences `-Werror=missing-field-initializers` due to missing initializers.
2021-07-23spirv: Implement alpha testameerj1-0/+36
2021-07-23shader: Implement transform feedbacks and define file formatReinUsesLisp1-3/+115
2021-07-23shader: Implement early Z testsReinUsesLisp1-0/+1
2021-07-23shader: Implement geometry shadersReinUsesLisp1-6/+50
2021-07-23shader: Implement ATOM/S and REDameerj1-0/+1
2021-07-23nsight_aftermath_tracker: Report used shaders to Nsight AftermathReinUsesLisp1-1/+3
2021-07-23spirv: Guard against typeless image reads on unsupported devicesReinUsesLisp1-0/+1
2021-07-23shader_recompiler,video_core: Cleanup some GCC and Clang errorslat9nq1-2/+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>
2021-07-23shader: Implement texture buffersReinUsesLisp1-1/+1
2021-07-23vk_pipeline_cache: Fix num of pipeline workers on weird platformsReinUsesLisp1-1/+1
2021-07-23shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardwareFernandoS271-1/+3
2021-07-23vk_pipeline_cache: Remove unnecesary scope in pipeline cache lockingReinUsesLisp1-15/+12
2021-07-23vk_pipeline_cache: Small fixes to the pipeline cacheFernandoS271-10/+14
2021-07-23shader: Implement ViewportIndexFernandoS271-0/+1
2021-07-23vulkan: Serialize pipelines on a separate threadReinUsesLisp1-67/+63
2021-07-23vulkan: Create pipeline layouts in separate threadsReinUsesLisp1-1/+2
2021-07-23vulkan: Build pipelines in parallel at runtimeReinUsesLisp1-37/+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.
2021-07-23vk_pipeline_cache: Name SPIR-V modulesReinUsesLisp1-1/+11
2021-07-23spirv: Add fixed pipeline point sizeReinUsesLisp1-0/+3
2021-07-23shader: Implement BRXFernandoS271-1/+49
2021-07-23vk_pipeline_cache: Fix size hashing of shadersReinUsesLisp1-8/+7
2021-07-23shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp1-4/+43
2021-07-23shader: Better interpolation and disabled attributes supportReinUsesLisp1-0/+3
2021-07-23spirv: Remove dependencies on Environment when generating SPIR-VReinUsesLisp1-7/+3
2021-07-23vk_pipeline_cache: Fix pipeline and shader cachesReinUsesLisp1-6/+20
2021-07-23shader: Implement TXQ and fix FragDepthReinUsesLisp1-0/+92
2021-07-23shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp1-2/+31
2021-07-23shader: Implement VOTEameerj1-0/+2
2021-07-23vk_pipeline_cache: Add pipeline cacheReinUsesLisp1-89/+302
2021-07-23shader: Implement DMNMX, DSET, DSETPameerj1-0/+2
2021-07-23spirv: Implement VertexId and InstanceId, refactor codeReinUsesLisp1-0/+1
2021-07-23shader: Implement I2FReinUsesLisp1-1/+2
2021-07-23shader: Add partial rasterizer integrationReinUsesLisp1-81/+265
2021-07-23spirv: Add SignedZeroInfNanPreserve logicameerj1-0/+4
2021-07-23shader: Initial support for textures and TEXReinUsesLisp1-0/+4
2021-07-23spirv: Fixes and Intel specific workaroundsReinUsesLisp1-0/+1
2021-07-23shader: Rename, implement FADD.SAT and P2R (imm)ReinUsesLisp1-2/+2
2021-07-23shader: Add denorm flush supportReinUsesLisp1-1/+14
2021-07-23spirv: Add lower fp16 to fp32 passReinUsesLisp1-2/+6
2021-07-23shader: Primitive Vulkan integrationReinUsesLisp1-35/+155
2021-07-23shader: Remove old shader managementReinUsesLisp1-359/+16
2021-01-23vk_pipeline_cache: Properly bypass VertexA shadersReinUsesLisp1-9/+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.
2021-01-04renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp1-1/+1
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp1-1/+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.
2020-12-31vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp1-1/+1
Allows sharing Vulkan wrapper code between different rendering backends.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-13/+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.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash1-1/+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.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-10/+9
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-11-26vk_shader_decompiler: Implement force early fragment testsReinUsesLisp1-0/+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.
2020-11-25Refactor MaxwellToSpirvComparison. Use Common::BitCastameerj1-2/+2
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-11-25Address PR feedback from Reinameerj1-6/+4
2020-11-25vulkan_renderer: Alpha Test Culling Implementationameerj1-0/+8
Used by various textures in many titles, e.g. SSBU menu.
2020-10-13vk_graphics_pipeline: Manage primitive topology as fixed stateReinUsesLisp1-2/+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.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-52/+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.
2020-08-16Remove unneeded newlines, optional Registry in shader paramsameerj1-1/+1
Addressing feedback from Rodrigo
2020-08-16Address feedback, add shader compile notifier, update setting textameerj1-12/+11
2020-08-16Vk Async Worker directly emplace in cacheameerj1-5/+13
2020-08-16Address feedback. Bruteforce delete duplicatesameerj1-7/+9
2020-08-16Vk Async pipeline compilationameerj1-4/+20
2020-08-03vulkan: Silence more -Wmissing-field-initializer warningsLioncash1-0/+5
2020-07-17vk_pipeline_cache: Make use of designated initializers where applicableLioncash1-31/+35
2020-06-27vk_pipeline_cache: Avoid hashing and comparing dynamic state when possibleReinUsesLisp1-3/+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.
2020-06-27vulkan/fixed_pipeline_state: Move state out of individual structuresReinUsesLisp1-3/+3
2020-06-27fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp1-1/+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.
2020-06-07rasterizer_cache: Remove files and includesReinUsesLisp1-4/+3
The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data.
2020-06-07vk_pipeline_cache: Use generic shader cacheReinUsesLisp1-30/+35
Trivial port the generic shader cache to Vulkan.
2020-06-02vk_rasterizer: Implement storage texelsReinUsesLisp1-6/+10
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
2020-05-13vk_rasterizer: Implement constant attributesReinUsesLisp1-1/+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
2020-05-10VkPipelineCache: Use a null shader on invalid address.Fernando Sahmkow1-2/+1
2020-04-29vulkan: Remove unnecessary includesLioncash1-1/+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.
2020-04-26shader/memory_util: Deduplicate codeReinUsesLisp1-59/+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.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp1-2/+2
2020-04-23vk_pipeline_cache: Unify pipeline cache keys into a single operationReinUsesLisp1-0/+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.
2020-04-23vk_pipeline_cache: Fix unintentional memcpy into optionalReinUsesLisp1-2/+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.
2020-04-22ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow1-4/+12
2020-04-19fixed_pipeline_state: Pack rasterizer stateReinUsesLisp1-3/+3
Reduce FixedPipelineState's size to 600 bytes.
2020-04-19fixed_pipeline_state: Pack attribute stateReinUsesLisp1-1/+1
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-36/+57
2020-04-06Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow1-18/+20
2020-04-06shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.namkazy1-1/+1
2020-04-05clang-formatNguyen Dac Nam1-2/+1
2020-04-05add shader stage when init shader irnamkazy1-1/+2
2020-03-19vk_pipeline_cache: Remove unused variableReinUsesLisp1-1/+0
2020-03-15vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp1-2/+3
2020-03-13vk_shader_decompiler: Use registry for specializationReinUsesLisp1-10/+7
2020-03-09video_core: Rename "const buffer locker" to "registry"ReinUsesLisp1-2/+2
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-5/+0
2020-02-24vk_shader_decompiler: Implement indexed texturesReinUsesLisp1-35/+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).
2020-01-24vk_shader_decompiler: Disable default values on unwritten render targetsReinUsesLisp1-3/+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.
2020-01-07vk_pipeline_cache: Initial implementationReinUsesLisp1-0/+352
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
2020-01-07vk_pipeline_cache: Add file and define descriptor update template fillerReinUsesLisp1-0/+43
This function allows us to share code between compute and graphics pipelines compilation.