Commit message (Collapse) | Author | Age | Files | Lines | |
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* | shader_recompiler: use float image operations on load/store when required | Liam | 2023-12-21 | 1 | -1/+1 |
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* | shader_recompiler: ignore clip distances beyond driver support level | Liam | 2023-12-19 | 1 | -0/+1 |
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* | Merge branch 'master' into ssbo-align | Ameer J | 2023-11-27 | 1 | -5/+19 |
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| * | renderer_vulkan: ignore viewport stores on non-supporting drivers | Liam | 2023-11-19 | 1 | -0/+1 |
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| * | Vulkan: Be more generous with pipeline workers for Android | Fernando Sahmkow | 2023-11-19 | 1 | -5/+18 |
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* | | shader_recompiler: Align SSBO offsets in GlobalMemory functions | Ameer J | 2023-11-01 | 1 | -0/+1 |
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* | | shader_recompiler: Align SSBO offsets to meet host requirements | Ameer J | 2023-11-01 | 1 | -0/+1 |
|/ | | | | Co-Authored-By: Billy Laws <blaws05@gmail.com> | ||||
* | Manually robust on Pascal and earlier | Liam | 2023-10-23 | 1 | -1/+1 |
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* | Manually robust on Maxwell and earlier | Kelebek1 | 2023-10-19 | 1 | -1/+5 |
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* | android: Use 1 worker for shader compilation for all devices | Charles Lombardo | 2023-09-17 | 1 | -4/+5 |
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* | Merge pull request #11383 from FernandoS27/are-you-a-wabbit | liamwhite | 2023-09-02 | 1 | -0/+13 |
|\ | | | | | Fix regressions that damaged compute indirect & use reinterpret for copies with different byteblocksizes | ||||
| * | Shader Recompiler: Auto stub special registers and dump pipelines on exception. | Fernando Sahmkow | 2023-08-27 | 1 | -0/+13 |
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* | | Mark decompiled macros as decompiled on dump, dump shaders after translation | Kelebek1 | 2023-08-26 | 1 | -3/+4 |
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* | Fix shader dumps with nvdisasm | Kelebek1 | 2023-08-03 | 1 | -5/+7 |
| | | | | | skip fragment shaders when rasterizer is disabled initialize env_ptrs | ||||
* | general: Silence -Wshadow{,-uncaptured-local} warnings | lat9nq | 2023-07-19 | 1 | -6/+6 |
| | | | | These occur in the latest commits in LLVM Clang. | ||||
* | renderer_vulkan: Add more feature checking | GPUCode | 2023-06-28 | 1 | -3/+4 |
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* | Remove memory allocations in some hot paths | Kelebek1 | 2023-06-22 | 1 | -2/+8 |
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* | video_core: Check broken compute earlier | lat9nq | 2023-06-19 | 1 | -1/+1 |
| | | | | | Checks it as the system is determining what settings to enable. Reduces the need to check settings while the system is running. | ||||
* | video_core: Formalize HasBrokenCompute | lat9nq | 2023-06-18 | 1 | -4/+1 |
| | | | | | | | | Also limits it to only affected Intel proprietrary driver versions. vulkan_device: Move broken compute determination vk_device: Remove errant back quote | ||||
* | renderer_vulkan: propagate conditional barrier support | Liam | 2023-06-14 | 1 | -0/+1 |
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* | shader_recompiler: translate f64 to f32 when unsupported on host | Liam | 2023-06-10 | 1 | -0/+1 |
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* | video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise. | bunnei | 2023-06-03 | 1 | -5/+1 |
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* | video_core: fix clang-format errors | liushuyu | 2023-06-03 | 1 | -2/+2 |
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* | Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs | Billy Laws | 2023-06-03 | 1 | -0/+1 |
| | | | | This crashes their shader compiler for some reason. | ||||
* | Implement scaled vertex buffer format emulation | Billy Laws | 2023-06-03 | 1 | -2/+5 |
| | | | | These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead. | ||||
* | Disable multithreaded pipeline compilation on Qualcomm drivers | Billy Laws | 2023-06-03 | 1 | -1/+4 |
| | | | | This causes crashes during compilation on several 6xx and 5xx driver versions. | ||||
* | video_core: vk_pipeline_cache: Disable support_descriptor_aliasing on Android. | bunnei | 2023-06-03 | 1 | -0/+4 |
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* | Merge pull request #10181 from lat9nq/intel-compute-toggle | liamwhite | 2023-05-15 | 1 | -1/+2 |
|\ | | | | | configure_graphics: Add option to enable compute pipelines for Intel proprietary | ||||
| * | vk_pipeline_cache: Use setting to disable intel compute | lat9nq | 2023-05-07 | 1 | -1/+2 |
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* | | renderer_vulkan: separate guest and host compute descriptor queues | Liam | 2023-05-10 | 1 | -4/+4 |
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* | vk_pipeline_cache: Skip compute pipelines on Intel proprietary drivers | Morph | 2023-04-28 | 1 | -0/+7 |
| | | | | | | | Intel's SPIR-V shader compiler is broken. For now, skip compiling any compute pipelines until they fix this issue. This is not a perfect workaround, as there are a small subset of non-compute pipelines that still cause it to crash, but this should cover the majority of crashes. It is unfortunate that even with a test case reported 6 months ago the issue has not been fixed in favor of fixing "the most popular games and apps". Intel, you can do better than this. | ||||
* | video_core: Enable ImageGather rounding fix on AMD open source drivers | Wollnashorn | 2023-04-12 | 1 | -0/+2 |
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* | video_core: Enable ImageGather with subpixel offset on Intel | Wollnashorn | 2023-04-08 | 1 | -1/+3 |
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* | shader_recompiler: Add subpixel offset for correct rounding at `ImageGather` | Wollnashorn | 2023-04-08 | 1 | -0/+1 |
| | | | | | | | On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956). | ||||
* | Revert "Vulkan, OpenGL: Hook up storage buffer alignment code" | Liam | 2023-01-07 | 1 | -1/+0 |
| | | | | This reverts commit 9e2997c4b6456031622602002924617690e32a13. | ||||
* | video_core/vulkan: Fixed loading of Vulkan driver pipeline cache | Wollnashorn | 2023-01-06 | 1 | -1/+2 |
| | | | | The header size of the Vulkan driver pipeline cache files was incorrectly in PipelineCache::LoadVulkanPipelineCache, for which the pipeline cache wasn't read correctly and got invalidated on each load. | ||||
* | Vulkan, OpenGL: Hook up geometry shader passthrough emulation | Billy Laws | 2023-01-05 | 1 | -0/+1 |
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* | Vulkan, OpenGL: Hook up storage buffer alignment code | Billy Laws | 2023-01-05 | 1 | -0/+1 |
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* | Vulkan: Add a workaround for input_position on Adreno drivers | Billy Laws | 2023-01-05 | 1 | -0/+1 |
| | | | | Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct. | ||||
* | video_core/vulkan: Vulkan driver pipelines now contain cache version | Wollnashorn | 2023-01-05 | 1 | -14/+25 |
| | | | | So that old cache can get deleted when the cache version changes and does not grow infinitely | ||||
* | video_core/vulkan: Added check if Vulkan pipeline path has been set | Wollnashorn | 2023-01-05 | 1 | -1/+1 |
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* | video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelines | Wollnashorn | 2023-01-05 | 1 | -8/+109 |
| | | | | | | 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. | ||||
* | ShaderCompiler: Inline driver specific constants. | Fernando Sahmkow | 2023-01-03 | 1 | -1/+1 |
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* | Vulkan: Implement Dynamic State 3 | Fernando Sahmkow | 2023-01-01 | 1 | -3/+6 |
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* | Vulkan Implement Dynamic State 2 LogicOp and PatchVertices | Fernando Sahmkow | 2023-01-01 | 1 | -0/+2 |
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* | Vulkan: Implement Dynamic States 2 | Fernando Sahmkow | 2023-01-01 | 1 | -6/+16 |
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* | MacroHLE: Add HLE replacement for base vertex and base instance. | Fernando Sahmkow | 2023-01-01 | 1 | -1/+1 |
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* | Merge pull request #7450 from FernandoS27/ndc-vulkan | liamwhite | 2022-12-17 | 1 | -0/+1 |
|\ | | | | | Vulkan: Add support for VK_EXT_depth_clip_control. | ||||
| * | Vulkan: Add support for VK_EXT_depth_clip_control. | FernandoS27 | 2022-12-14 | 1 | -0/+1 |
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* | | Fix validation errors on less compatible Intel GPU | yzct12345 | 2022-12-13 | 1 | -0/+9 |
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* | video_core: Implement maxwell3d draw manager and split draw logic | Feng Chen | 2022-12-08 | 1 | -1/+2 |
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* | vulkan_common: clean up extension usage | Liam | 2022-12-04 | 1 | -9/+9 |
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* | Merge pull request #9303 from liamwhite/new-vulkan-init | Matías Locatti | 2022-12-02 | 1 | -2/+2 |
|\ | | | | | Vulkan: update initialization | ||||
| * | Vulkan: update initialization | Liam | 2022-11-27 | 1 | -2/+2 |
| | | | | | | | | Co-authored-by: bylaws <bylaws@users.noreply.github.com> | ||||
* | | shader_recompiler: add gl_Layer translation GS for older hardware | Liam | 2022-12-01 | 1 | -1/+32 |
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* | Merge pull request #9167 from vonchenplus/tess | liamwhite | 2022-11-11 | 1 | -0/+1 |
|\ | | | | | video_core: Fix few issues in Tess stage | ||||
| * | video_core: Fix few issues in Tess stage | FengChen | 2022-11-07 | 1 | -0/+1 |
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* | | ir/texture_pass: Use host_info instead of querying Settings::values (#9176) | Morph | 2022-11-11 | 1 | -0/+1 |
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* | Update shader cache version. (#9175) | gidoly | 2022-11-04 | 1 | -1/+1 |
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* | Merge pull request #8873 from vonchenplus/fix_legacy_location_error | bunnei | 2022-10-24 | 1 | -0/+1 |
|\ | | | | | video_core: Fix legacy to generic location unpaired | ||||
| * | video_core: Fix legacy to generic location unpaired | FengChen | 2022-09-20 | 1 | -0/+1 |
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* | | Update 3D regs | Kelebek1 | 2022-10-07 | 1 | -33/+34 |
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* | | VideoCore: Fix channels with disk pipeline/shader cache. | Fernando Sahmkow | 2022-10-06 | 1 | -4/+4 |
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* | | VideoCore: implement channels on gpu caches. | Fernando Sahmkow | 2022-10-06 | 1 | -15/+13 |
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* | | common: remove "yuzu:" prefix from thread names | Liam | 2022-10-04 | 1 | -2/+2 |
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* | (shader/pipeline)_cache: Raise shader/pipeline cache version | Morph | 2022-08-31 | 1 | -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. | ||||
* | video_code: support rectangle texture | FengChen | 2022-08-25 | 1 | -1/+3 |
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* | video_core: stop waiting for shader compilation on user cancel | Liam | 2022-07-30 | 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 | -1/+1 |
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* | common: Change semantics of UNREACHABLE to unconditionally crash | Liam | 2022-06-14 | 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 | -2/+2 |
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* | video_core: Reduce unused includes | ameerj | 2022-03-19 | 1 | -2/+0 |
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* | ShaderDecompiler: Add a debug option to dump the game's shaders. | Fernando Sahmkow | 2022-01-04 | 1 | -0/+9 |
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* | Address format clang | vonchenplus | 2021-12-18 | 1 | -1/+1 |
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* | Implement convert legacy to generic | Feng Chen | 2021-11-19 | 1 | -0/+2 |
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* | renderers: Log total pipeline count | Morph | 2021-09-14 | 1 | -0/+2 |
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* | structured_control_flow: Conditionally invoke demote reorder pass | ameerj | 2021-08-30 | 1 | -0/+2 |
| | | | | This is only needed on select drivers when a fragment shader discards/demotes. | ||||
* | vulkan_device: Add a check for int8 support | ameerj | 2021-08-25 | 1 | -1/+1 |
| | | | | Silences validation errors when shaders use int8 without specifying its support to the API | ||||
* | renderer_vulkan: Add setting to log pipeline statistics | ReinUsesLisp | 2021-07-28 | 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. | ||||
* | Revert "renderers: Disable async shader compilation" | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
| | | | | This reverts commit 4a152767286717fa69bfc94846a124a366f70065. | ||||
* | shader_environment: Receive cache version from outside | ReinUsesLisp | 2021-07-23 | 1 | -3/+6 |
| | | | | This allows us invalidating OpenGL and Vulkan separately in the future. | ||||
* | renderers: Disable async shader compilation | ameerj | 2021-07-23 | 1 | -1/+1 |
| | | | | The current implementation is prone to causing graphical issues. Disable until a better solution is implemented. | ||||
* | shader: Ignore global memory ops on devices lacking int64 support | ameerj | 2021-07-23 | 1 | -0/+1 |
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* | emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
| | | | | Fix regression on Fire Emblem: Three Houses when using native fp16. | ||||
* | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | 2021-07-23 | 1 | -6/+10 |
| | | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | ||||
* | shader: Emulate 64-bit integers when not supported | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
| | | | | Useful for mobile and Intel Xe devices. | ||||
* | shaders: Allow shader notify when async shaders is disabled | ameerj | 2021-07-23 | 1 | -7/+5 |
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* | shader: Properly manage attributes not written from previous stages | ReinUsesLisp | 2021-07-23 | 1 | -4/+12 |
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* | shader: Add support for native 16-bit floats | ReinUsesLisp | 2021-07-23 | 1 | -4/+8 |
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* | shader: Rename maxwell/program.h to translate_program.h | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
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* | vk_pipeline_cache: Skip cached pipelines with different dynamic state | ReinUsesLisp | 2021-07-23 | 1 | -0/+6 |
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* | vulkan: Add VK_EXT_vertex_input_dynamic_state support | ReinUsesLisp | 2021-07-23 | 1 | -4/+25 |
| | | | | | Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate. | ||||
* | shader: Reorder shader cache directories | ReinUsesLisp | 2021-07-23 | 1 | -10/+7 |
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* | vk_pipeline_cache,shader_notify: Add shader notifications | ReinUsesLisp | 2021-07-23 | 1 | -21/+29 |
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* | vk_pipeline_cache: Add asynchronous shaders | ReinUsesLisp | 2021-07-23 | 1 | -2/+24 |
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* | vk_pipeline_cache: Set support_derivative_control to true | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | vulkan: Conditionally use shaderInt16 | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
| | | | | Add support for Polaris AMD devices. | ||||
* | opengl: Declare fragment outputs even if they are not used | ReinUsesLisp | 2021-07-23 | 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. | ||||
* | shader: Handle host exceptions | ReinUsesLisp | 2021-07-23 | 1 | -11/+24 |
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* | video_core: Abstract transform feedback translation utility | ReinUsesLisp | 2021-07-23 | 1 | -84/+2 |
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* | shader: Split profile and runtime information in separate structs | ReinUsesLisp | 2021-07-23 | 1 | -211/+207 |
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* | vk_pipeline_cache: Enable int8 and int16 types on Vulkan | ReinUsesLisp | 2021-07-23 | 1 | -0/+2 |
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* | Move SPIR-V emission functions to their own header | ReinUsesLisp | 2021-07-23 | 1 | -4/+4 |
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* | shader: Initial OpenGL implementation | ReinUsesLisp | 2021-07-23 | 1 | -18/+5 |
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* | spirv: Support OpenGL uniform buffers and change bindings | ReinUsesLisp | 2021-07-23 | 1 | -2/+5 |
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* | shader: Address feedback | FernandoS27 | 2021-07-23 | 1 | -9/+9 |
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* | shader: Implement VertexA stage | FernandoS27 | 2021-07-23 | 1 | -3/+14 |
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* | shader: Move pipeline cache logic to separate files | ReinUsesLisp | 2021-07-23 | 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. | ||||
* | vulkan: Rework descriptor allocation algorithm | ReinUsesLisp | 2021-07-23 | 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. | ||||
* | shader: Accelerate pipeline transitions and use dirty flags for shaders | ReinUsesLisp | 2021-07-23 | 1 | -6/+25 |
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* | shader: Implement D3D samplers | ReinUsesLisp | 2021-07-23 | 1 | -20/+12 |
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* | shader: Implement SR_Y_DIRECTION | FernandoS27 | 2021-07-23 | 1 | -0/+1 |
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* | spirv: Implement ViewportMask with NV_viewport_array2 | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | shader: Implement tessellation shaders, polygon mode and invocation id | ReinUsesLisp | 2021-07-23 | 1 | -0/+30 |
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* | vk_pipeline_cache: Silence GCC warnings | lat9nq | 2021-07-23 | 1 | -0/+2 |
| | | | | | Silences `-Werror=missing-field-initializers` due to missing initializers. | ||||
* | spirv: Implement alpha test | ameerj | 2021-07-23 | 1 | -0/+36 |
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* | shader: Implement transform feedbacks and define file format | ReinUsesLisp | 2021-07-23 | 1 | -3/+115 |
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* | shader: Implement early Z tests | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | shader: Implement geometry shaders | ReinUsesLisp | 2021-07-23 | 1 | -6/+50 |
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* | shader: Implement ATOM/S and RED | ameerj | 2021-07-23 | 1 | -0/+1 |
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* | nsight_aftermath_tracker: Report used shaders to Nsight Aftermath | ReinUsesLisp | 2021-07-23 | 1 | -1/+3 |
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* | spirv: Guard against typeless image reads on unsupported devices | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | shader_recompiler,video_core: Cleanup some GCC and Clang errors | lat9nq | 2021-07-23 | 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> | ||||
* | shader: Implement texture buffers | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
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* | vk_pipeline_cache: Fix num of pipeline workers on weird platforms | ReinUsesLisp | 2021-07-23 | 1 | -1/+1 |
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* | shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardware | FernandoS27 | 2021-07-23 | 1 | -1/+3 |
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* | vk_pipeline_cache: Remove unnecesary scope in pipeline cache locking | ReinUsesLisp | 2021-07-23 | 1 | -15/+12 |
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* | vk_pipeline_cache: Small fixes to the pipeline cache | FernandoS27 | 2021-07-23 | 1 | -10/+14 |
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* | shader: Implement ViewportIndex | FernandoS27 | 2021-07-23 | 1 | -0/+1 |
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* | vulkan: Serialize pipelines on a separate thread | ReinUsesLisp | 2021-07-23 | 1 | -67/+63 |
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* | vulkan: Create pipeline layouts in separate threads | ReinUsesLisp | 2021-07-23 | 1 | -1/+2 |
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* | vulkan: Build pipelines in parallel at runtime | ReinUsesLisp | 2021-07-23 | 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. | ||||
* | vk_pipeline_cache: Name SPIR-V modules | ReinUsesLisp | 2021-07-23 | 1 | -1/+11 |
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* | spirv: Add fixed pipeline point size | ReinUsesLisp | 2021-07-23 | 1 | -0/+3 |
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* | shader: Implement BRX | FernandoS27 | 2021-07-23 | 1 | -1/+49 |
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* | vk_pipeline_cache: Fix size hashing of shaders | ReinUsesLisp | 2021-07-23 | 1 | -8/+7 |
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* | shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when available | ReinUsesLisp | 2021-07-23 | 1 | -4/+43 |
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* | shader: Better interpolation and disabled attributes support | ReinUsesLisp | 2021-07-23 | 1 | -0/+3 |
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* | spirv: Remove dependencies on Environment when generating SPIR-V | ReinUsesLisp | 2021-07-23 | 1 | -7/+3 |
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* | vk_pipeline_cache: Fix pipeline and shader caches | ReinUsesLisp | 2021-07-23 | 1 | -6/+20 |
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* | shader: Implement TXQ and fix FragDepth | ReinUsesLisp | 2021-07-23 | 1 | -0/+92 |
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* | shader: Implement NDC [-1, 1], attribute types and default varying initialization | ReinUsesLisp | 2021-07-23 | 1 | -2/+31 |
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* | shader: Implement VOTE | ameerj | 2021-07-23 | 1 | -0/+2 |
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* | vk_pipeline_cache: Add pipeline cache | ReinUsesLisp | 2021-07-23 | 1 | -89/+302 |
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* | shader: Implement DMNMX, DSET, DSETP | ameerj | 2021-07-23 | 1 | -0/+2 |
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* | spirv: Implement VertexId and InstanceId, refactor code | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | shader: Implement I2F | ReinUsesLisp | 2021-07-23 | 1 | -1/+2 |
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* | shader: Add partial rasterizer integration | ReinUsesLisp | 2021-07-23 | 1 | -81/+265 |
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* | spirv: Add SignedZeroInfNanPreserve logic | ameerj | 2021-07-23 | 1 | -0/+4 |
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* | shader: Initial support for textures and TEX | ReinUsesLisp | 2021-07-23 | 1 | -0/+4 |
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* | spirv: Fixes and Intel specific workarounds | ReinUsesLisp | 2021-07-23 | 1 | -0/+1 |
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* | shader: Rename, implement FADD.SAT and P2R (imm) | ReinUsesLisp | 2021-07-23 | 1 | -2/+2 |
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* | shader: Add denorm flush support | ReinUsesLisp | 2021-07-23 | 1 | -1/+14 |
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* | spirv: Add lower fp16 to fp32 pass | ReinUsesLisp | 2021-07-23 | 1 | -2/+6 |
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* | shader: Primitive Vulkan integration | ReinUsesLisp | 2021-07-23 | 1 | -35/+155 |
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* | shader: Remove old shader management | ReinUsesLisp | 2021-07-23 | 1 | -359/+16 |
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* | vk_pipeline_cache: Properly bypass VertexA shaders | ReinUsesLisp | 2021-01-23 | 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. | ||||
* | 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 | -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. | ||||
* | video_core: Remove unnecessary enum class casting in logging messages | Lioncash | 2020-12-07 | 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. | ||||
* | video_core: Resolve more variable shadowing scenarios pt.3 | Lioncash | 2020-12-05 | 1 | -10/+9 |
| | | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors. | ||||
* | vk_shader_decompiler: Implement force early fragment tests | ReinUsesLisp | 2020-11-26 | 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. | ||||
* | Refactor MaxwellToSpirvComparison. Use Common::BitCast | ameerj | 2020-11-25 | 1 | -2/+2 |
| | | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc> | ||||
* | Address PR feedback from Rein | ameerj | 2020-11-25 | 1 | -6/+4 |
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* | vulkan_renderer: Alpha Test Culling Implementation | ameerj | 2020-11-25 | 1 | -0/+8 |
| | | | | Used by various textures in many titles, e.g. SSBU menu. | ||||
* | vk_graphics_pipeline: Manage primitive topology as fixed state | ReinUsesLisp | 2020-10-13 | 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. | ||||
* | video_core: Remove all Core::System references in renderer | ReinUsesLisp | 2020-09-06 | 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. | ||||
* | Remove unneeded newlines, optional Registry in shader params | ameerj | 2020-08-16 | 1 | -1/+1 |
| | | | | Addressing feedback from Rodrigo | ||||
* | Address feedback, add shader compile notifier, update setting text | ameerj | 2020-08-16 | 1 | -12/+11 |
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* | Vk Async Worker directly emplace in cache | ameerj | 2020-08-16 | 1 | -5/+13 |
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* | Address feedback. Bruteforce delete duplicates | ameerj | 2020-08-16 | 1 | -7/+9 |
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* | Vk Async pipeline compilation | ameerj | 2020-08-16 | 1 | -4/+20 |
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* | vulkan: Silence more -Wmissing-field-initializer warnings | Lioncash | 2020-08-03 | 1 | -0/+5 |
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* | vk_pipeline_cache: Make use of designated initializers where applicable | Lioncash | 2020-07-17 | 1 | -31/+35 |
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* | vk_pipeline_cache: Avoid hashing and comparing dynamic state when possible | ReinUsesLisp | 2020-06-27 | 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. | ||||
* | vulkan/fixed_pipeline_state: Move state out of individual structures | ReinUsesLisp | 2020-06-27 | 1 | -3/+3 |
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* | fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_state | ReinUsesLisp | 2020-06-27 | 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. | ||||
* | Merge pull request #3986 from ReinUsesLisp/shader-cache | bunnei | 2020-06-13 | 1 | -34/+38 |
|\ | | | | | shader_cache: Implement a generic runtime shader cache | ||||
| * | rasterizer_cache: Remove files and includes | ReinUsesLisp | 2020-06-07 | 1 | -4/+3 |
| | | | | | | | | | | The rasterizer cache is no longer used. Each cache has its own generic implementation optimized for the cached data. | ||||
| * | vk_pipeline_cache: Use generic shader cache | ReinUsesLisp | 2020-06-07 | 1 | -30/+35 |
| | | | | | | | | Trivial port the generic shader cache to Vulkan. | ||||
* | | vk_rasterizer: Implement storage texels | ReinUsesLisp | 2020-06-02 | 1 | -6/+10 |
|/ | | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler | ||||
* | Merge pull request #3930 from ReinUsesLisp/animal-borders | bunnei | 2020-06-01 | 1 | -1/+3 |
|\ | | | | | vk_rasterizer: Implement constant attributes | ||||
| * | vk_rasterizer: Implement constant attributes | ReinUsesLisp | 2020-05-13 | 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 | ||||
* | | VkPipelineCache: Use a null shader on invalid address. | Fernando Sahmkow | 2020-05-10 | 1 | -2/+1 |
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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. | ||||
* | | Merge pull request #3693 from ReinUsesLisp/clean-samplers | bunnei | 2020-05-02 | 1 | -2/+2 |
|\ \ | |/ |/| | shader/texture: Support multiple unknown sampler properties | ||||
| * | shader_ir: Turn classes into data structures | ReinUsesLisp | 2020-04-23 | 1 | -2/+2 |
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* | | Merge pull request #3784 from ReinUsesLisp/shader-memory-util | bunnei | 2020-04-28 | 1 | -59/+10 |
|\ \ | | | | | | | shader/memory_util: Deduplicate code | ||||
| * | | shader/memory_util: Deduplicate code | ReinUsesLisp | 2020-04-26 | 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. | ||||
* / | vk_pipeline_cache: Unify pipeline cache keys into a single operation | ReinUsesLisp | 2020-04-23 | 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. | ||||
* | Merge pull request #3677 from FernandoS27/better-sync | bunnei | 2020-04-23 | 1 | -4/+12 |
|\ | | | | | Introduce Predictive Flushing and Improve ASYNC GPU | ||||
| * | ShaderCache/PipelineCache: Cache null shaders. | Fernando Sahmkow | 2020-04-22 | 1 | -4/+12 |
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* | | vk_pipeline_cache: Fix unintentional memcpy into optional | ReinUsesLisp | 2020-04-23 | 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. | ||||
* | fixed_pipeline_state: Pack rasterizer state | ReinUsesLisp | 2020-04-19 | 1 | -3/+3 |
| | | | | Reduce FixedPipelineState's size to 600 bytes. | ||||
* | fixed_pipeline_state: Pack attribute state | ReinUsesLisp | 2020-04-19 | 1 | -1/+1 |
| | | | | Reduce FixedPipelineState's size from 1384 to 664 bytes | ||||
* | renderer_vulkan: Drop Vulkan-Hpp | ReinUsesLisp | 2020-04-11 | 1 | -36/+57 |
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* | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 2020-04-06 | 1 | -18/+20 |
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* | vk_pipeline_cache: Remove unused variable | ReinUsesLisp | 2020-03-19 | 1 | -1/+0 |
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* | vk_rasterizer: Reimplement clears with vkCmdClearAttachments | ReinUsesLisp | 2020-03-15 | 1 | -2/+3 |
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* | vk_shader_decompiler: Use registry for specialization | ReinUsesLisp | 2020-03-13 | 1 | -10/+7 |
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* | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 2020-03-09 | 1 | -2/+2 |
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* | Merge pull request #3301 from ReinUsesLisp/state-tracker | Rodrigo Locatti | 2020-03-09 | 1 | -5/+0 |
|\ | | | | | video_core: Remove gl_state and use a state tracker based on dirty flags | ||||
| * | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -5/+0 |
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* | | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | 2020-02-24 | 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). | ||||
* | vk_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | 2020-01-24 | 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. | ||||
* | vk_pipeline_cache: Initial implementation | ReinUsesLisp | 2020-01-07 | 1 | -0/+352 |
| | | | | | Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute). | ||||
* | vk_pipeline_cache: Add file and define descriptor update template filler | ReinUsesLisp | 2020-01-07 | 1 | -0/+43 |
This function allows us to share code between compute and graphics pipelines compilation. |