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path: root/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp (follow)
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* shader_recompiler: throw on missing geometry streams in geometry shadersLiam2024-02-191-0/+1
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* Clang FixMoonlacer2024-02-021-2/+3
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* Add Samsung Proprietary Driver ID to Reorder PassMoonlacer2024-02-021-1/+1
| | | | For RDNA-based Samsung Xclipse GPUs
* Core: Clang format and other small issues.Fernando Sahmkow2024-01-191-2/+3
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* SMMU: Initial adaptation to video_core.Fernando Sahmkow2024-01-191-3/+2
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* shader_recompiler: use float image operations on load/store when requiredLiam2023-12-211-1/+1
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* shader_recompiler: ignore clip distances beyond driver support levelLiam2023-12-191-0/+1
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* Merge branch 'master' into ssbo-alignAmeer J2023-11-271-5/+19
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| * renderer_vulkan: ignore viewport stores on non-supporting driversLiam2023-11-191-0/+1
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| * Vulkan: Be more generous with pipeline workers for AndroidFernando Sahmkow2023-11-191-5/+18
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* | shader_recompiler: Align SSBO offsets in GlobalMemory functionsAmeer J2023-11-011-0/+1
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* | shader_recompiler: Align SSBO offsets to meet host requirementsAmeer J2023-11-011-0/+1
|/ | | | Co-Authored-By: Billy Laws <blaws05@gmail.com>
* Manually robust on Pascal and earlierLiam2023-10-231-1/+1
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* Manually robust on Maxwell and earlierKelebek12023-10-191-1/+5
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* android: Use 1 worker for shader compilation for all devicesCharles Lombardo2023-09-171-4/+5
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* Merge pull request #11383 from FernandoS27/are-you-a-wabbitliamwhite2023-09-021-0/+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 Sahmkow2023-08-271-0/+13
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* | Mark decompiled macros as decompiled on dump, dump shaders after translationKelebek12023-08-261-3/+4
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* Fix shader dumps with nvdisasmKelebek12023-08-031-5/+7
| | | | | skip fragment shaders when rasterizer is disabled initialize env_ptrs
* general: Silence -Wshadow{,-uncaptured-local} warningslat9nq2023-07-191-6/+6
| | | | These occur in the latest commits in LLVM Clang.
* renderer_vulkan: Add more feature checkingGPUCode2023-06-281-3/+4
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* Remove memory allocations in some hot pathsKelebek12023-06-221-2/+8
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* video_core: Check broken compute earlierlat9nq2023-06-191-1/+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 HasBrokenComputelat9nq2023-06-181-4/+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 supportLiam2023-06-141-0/+1
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* shader_recompiler: translate f64 to f32 when unsupported on hostLiam2023-06-101-0/+1
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* video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise.bunnei2023-06-031-5/+1
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* video_core: fix clang-format errorsliushuyu2023-06-031-2/+2
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* Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUsBilly Laws2023-06-031-0/+1
| | | | This crashes their shader compiler for some reason.
* Implement scaled vertex buffer format emulationBilly Laws2023-06-031-2/+5
| | | | These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
* Disable multithreaded pipeline compilation on Qualcomm driversBilly Laws2023-06-031-1/+4
| | | | This causes crashes during compilation on several 6xx and 5xx driver versions.
* video_core: vk_pipeline_cache: Disable support_descriptor_aliasing on Android.bunnei2023-06-031-0/+4
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* Merge pull request #10181 from lat9nq/intel-compute-toggleliamwhite2023-05-151-1/+2
|\ | | | | configure_graphics: Add option to enable compute pipelines for Intel proprietary
| * vk_pipeline_cache: Use setting to disable intel computelat9nq2023-05-071-1/+2
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* | renderer_vulkan: separate guest and host compute descriptor queuesLiam2023-05-101-4/+4
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* vk_pipeline_cache: Skip compute pipelines on Intel proprietary driversMorph2023-04-281-0/+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 driversWollnashorn2023-04-121-0/+2
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* video_core: Enable ImageGather with subpixel offset on IntelWollnashorn2023-04-081-1/+3
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* shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`Wollnashorn2023-04-081-0/+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"Liam2023-01-071-1/+0
| | | | This reverts commit 9e2997c4b6456031622602002924617690e32a13.
* video_core/vulkan: Fixed loading of Vulkan driver pipeline cacheWollnashorn2023-01-061-1/+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 emulationBilly Laws2023-01-051-0/+1
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* Vulkan, OpenGL: Hook up storage buffer alignment codeBilly Laws2023-01-051-0/+1
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* Vulkan: Add a workaround for input_position on Adreno driversBilly Laws2023-01-051-0/+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 versionWollnashorn2023-01-051-14/+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 setWollnashorn2023-01-051-1/+1
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* video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelinesWollnashorn2023-01-051-8/+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 Sahmkow2023-01-031-1/+1
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* Vulkan: Implement Dynamic State 3Fernando Sahmkow2023-01-011-3/+6
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* Vulkan Implement Dynamic State 2 LogicOp and PatchVerticesFernando Sahmkow2023-01-011-0/+2
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* Vulkan: Implement Dynamic States 2Fernando Sahmkow2023-01-011-6/+16
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* MacroHLE: Add HLE replacement for base vertex and base instance.Fernando Sahmkow2023-01-011-1/+1
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* Merge pull request #7450 from FernandoS27/ndc-vulkanliamwhite2022-12-171-0/+1
|\ | | | | Vulkan: Add support for VK_EXT_depth_clip_control.
| * Vulkan: Add support for VK_EXT_depth_clip_control.FernandoS272022-12-141-0/+1
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* | Fix validation errors on less compatible Intel GPUyzct123452022-12-131-0/+9
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* video_core: Implement maxwell3d draw manager and split draw logicFeng Chen2022-12-081-1/+2
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* vulkan_common: clean up extension usageLiam2022-12-041-9/+9
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* Merge pull request #9303 from liamwhite/new-vulkan-initMatías Locatti2022-12-021-2/+2
|\ | | | | Vulkan: update initialization
| * Vulkan: update initializationLiam2022-11-271-2/+2
| | | | | | | | Co-authored-by: bylaws <bylaws@users.noreply.github.com>
* | shader_recompiler: add gl_Layer translation GS for older hardwareLiam2022-12-011-1/+32
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* Merge pull request #9167 from vonchenplus/tessliamwhite2022-11-111-0/+1
|\ | | | | video_core: Fix few issues in Tess stage
| * video_core: Fix few issues in Tess stageFengChen2022-11-071-0/+1
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* | ir/texture_pass: Use host_info instead of querying Settings::values (#9176)Morph2022-11-111-0/+1
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* Update shader cache version. (#9175)gidoly2022-11-041-1/+1
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* Merge pull request #8873 from vonchenplus/fix_legacy_location_errorbunnei2022-10-241-0/+1
|\ | | | | video_core: Fix legacy to generic location unpaired
| * video_core: Fix legacy to generic location unpairedFengChen2022-09-201-0/+1
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* | Update 3D regsKelebek12022-10-071-33/+34
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* | VideoCore: Fix channels with disk pipeline/shader cache.Fernando Sahmkow2022-10-061-4/+4
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* | VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-15/+13
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* | common: remove "yuzu:" prefix from thread namesLiam2022-10-041-2/+2
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* (shader/pipeline)_cache: Raise shader/pipeline cache versionMorph2022-08-311-1/+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 textureFengChen2022-08-251-1/+3
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* video_core: stop waiting for shader compilation on user cancelLiam2022-07-301-1/+1
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* video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueuegerman772022-06-271-1/+1
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-1/+1
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* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-141-2/+2
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: Replace lock_guard with scoped_lockMerry2022-04-071-2/+2
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* video_core: Reduce unused includesameerj2022-03-191-2/+0
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* ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow2022-01-041-0/+9
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* Address format clangvonchenplus2021-12-181-1/+1
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* Implement convert legacy to genericFeng Chen2021-11-191-0/+2
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* renderers: Log total pipeline countMorph2021-09-141-0/+2
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* structured_control_flow: Conditionally invoke demote reorder passameerj2021-08-301-0/+2
| | | | This is only needed on select drivers when a fragment shader discards/demotes.
* vulkan_device: Add a check for int8 supportameerj2021-08-251-1/+1
| | | | Silences validation errors when shaders use int8 without specifying its support to the API
* renderer_vulkan: Add setting to log pipeline statisticsReinUsesLisp2021-07-281-9/+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"ReinUsesLisp2021-07-231-1/+1
| | | | This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
* shader_environment: Receive cache version from outsideReinUsesLisp2021-07-231-3/+6
| | | | This allows us invalidating OpenGL and Vulkan separately in the future.
* renderers: Disable async shader compilationameerj2021-07-231-1/+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 supportameerj2021-07-231-0/+1
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* emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp2021-07-231-0/+1
| | | | Fix regression on Fire Emblem: Three Houses when using native fp16.
* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-6/+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 supportedReinUsesLisp2021-07-231-1/+1
| | | | Useful for mobile and Intel Xe devices.
* shaders: Allow shader notify when async shaders is disabledameerj2021-07-231-7/+5
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* shader: Properly manage attributes not written from previous stagesReinUsesLisp2021-07-231-4/+12
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* shader: Add support for native 16-bit floatsReinUsesLisp2021-07-231-4/+8
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* shader: Rename maxwell/program.h to translate_program.hReinUsesLisp2021-07-231-1/+1
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* vk_pipeline_cache: Skip cached pipelines with different dynamic stateReinUsesLisp2021-07-231-0/+6
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* vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp2021-07-231-4/+25
| | | | | Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
* shader: Reorder shader cache directoriesReinUsesLisp2021-07-231-10/+7
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* vk_pipeline_cache,shader_notify: Add shader notificationsReinUsesLisp2021-07-231-21/+29
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* vk_pipeline_cache: Add asynchronous shadersReinUsesLisp2021-07-231-2/+24
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* vk_pipeline_cache: Set support_derivative_control to trueReinUsesLisp2021-07-231-0/+1
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* vulkan: Conditionally use shaderInt16ReinUsesLisp2021-07-231-1/+1
| | | | Add support for Polaris AMD devices.
* opengl: Declare fragment outputs even if they are not usedReinUsesLisp2021-07-231-0/+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 exceptionsReinUsesLisp2021-07-231-11/+24
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* video_core: Abstract transform feedback translation utilityReinUsesLisp2021-07-231-84/+2
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* shader: Split profile and runtime information in separate structsReinUsesLisp2021-07-231-211/+207
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* vk_pipeline_cache: Enable int8 and int16 types on VulkanReinUsesLisp2021-07-231-0/+2
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* Move SPIR-V emission functions to their own headerReinUsesLisp2021-07-231-4/+4
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* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-18/+5
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* spirv: Support OpenGL uniform buffers and change bindingsReinUsesLisp2021-07-231-2/+5
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* shader: Address feedbackFernandoS272021-07-231-9/+9
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* shader: Implement VertexA stageFernandoS272021-07-231-3/+14
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* shader: Move pipeline cache logic to separate filesReinUsesLisp2021-07-231-624/+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 algorithmReinUsesLisp2021-07-231-1/+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 shadersReinUsesLisp2021-07-231-6/+25
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* shader: Implement D3D samplersReinUsesLisp2021-07-231-20/+12
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* shader: Implement SR_Y_DIRECTIONFernandoS272021-07-231-0/+1
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* spirv: Implement ViewportMask with NV_viewport_array2ReinUsesLisp2021-07-231-0/+1
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-0/+30
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* vk_pipeline_cache: Silence GCC warningslat9nq2021-07-231-0/+2
| | | | | Silences `-Werror=missing-field-initializers` due to missing initializers.
* spirv: Implement alpha testameerj2021-07-231-0/+36
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* shader: Implement transform feedbacks and define file formatReinUsesLisp2021-07-231-3/+115
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* shader: Implement early Z testsReinUsesLisp2021-07-231-0/+1
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* shader: Implement geometry shadersReinUsesLisp2021-07-231-6/+50
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* shader: Implement ATOM/S and REDameerj2021-07-231-0/+1
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* nsight_aftermath_tracker: Report used shaders to Nsight AftermathReinUsesLisp2021-07-231-1/+3
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* spirv: Guard against typeless image reads on unsupported devicesReinUsesLisp2021-07-231-0/+1
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* shader_recompiler,video_core: Cleanup some GCC and Clang errorslat9nq2021-07-231-2/+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 buffersReinUsesLisp2021-07-231-1/+1
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* vk_pipeline_cache: Fix num of pipeline workers on weird platformsReinUsesLisp2021-07-231-1/+1
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* shader: Fix ShadowCube declaration type, set number of pipeline threads based on hardwareFernandoS272021-07-231-1/+3
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* vk_pipeline_cache: Remove unnecesary scope in pipeline cache lockingReinUsesLisp2021-07-231-15/+12
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* vk_pipeline_cache: Small fixes to the pipeline cacheFernandoS272021-07-231-10/+14
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* shader: Implement ViewportIndexFernandoS272021-07-231-0/+1
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* vulkan: Serialize pipelines on a separate threadReinUsesLisp2021-07-231-67/+63
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* vulkan: Create pipeline layouts in separate threadsReinUsesLisp2021-07-231-1/+2
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* vulkan: Build pipelines in parallel at runtimeReinUsesLisp2021-07-231-37/+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 modulesReinUsesLisp2021-07-231-1/+11
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* spirv: Add fixed pipeline point sizeReinUsesLisp2021-07-231-0/+3
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* shader: Implement BRXFernandoS272021-07-231-1/+49
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* vk_pipeline_cache: Fix size hashing of shadersReinUsesLisp2021-07-231-8/+7
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-4/+43
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* shader: Better interpolation and disabled attributes supportReinUsesLisp2021-07-231-0/+3
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* spirv: Remove dependencies on Environment when generating SPIR-VReinUsesLisp2021-07-231-7/+3
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* vk_pipeline_cache: Fix pipeline and shader cachesReinUsesLisp2021-07-231-6/+20
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* shader: Implement TXQ and fix FragDepthReinUsesLisp2021-07-231-0/+92
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-2/+31
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* shader: Implement VOTEameerj2021-07-231-0/+2
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* vk_pipeline_cache: Add pipeline cacheReinUsesLisp2021-07-231-89/+302
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* shader: Implement DMNMX, DSET, DSETPameerj2021-07-231-0/+2
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* spirv: Implement VertexId and InstanceId, refactor codeReinUsesLisp2021-07-231-0/+1
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* shader: Implement I2FReinUsesLisp2021-07-231-1/+2
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-81/+265
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* spirv: Add SignedZeroInfNanPreserve logicameerj2021-07-231-0/+4
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-0/+4
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* spirv: Fixes and Intel specific workaroundsReinUsesLisp2021-07-231-0/+1
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* shader: Rename, implement FADD.SAT and P2R (imm)ReinUsesLisp2021-07-231-2/+2
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* shader: Add denorm flush supportReinUsesLisp2021-07-231-1/+14
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* spirv: Add lower fp16 to fp32 passReinUsesLisp2021-07-231-2/+6
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-35/+155
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* shader: Remove old shader managementReinUsesLisp2021-07-231-359/+16
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* vk_pipeline_cache: Properly bypass VertexA shadersReinUsesLisp2021-01-231-9/+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_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-1/+1
| | | | | | | The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-13/+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 messagesLioncash2020-12-071-1/+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.3Lioncash2020-12-051-10/+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 testsReinUsesLisp2020-11-261-0/+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::BitCastameerj2020-11-251-2/+2
| | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
* Address PR feedback from Reinameerj2020-11-251-6/+4
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* vulkan_renderer: Alpha Test Culling Implementationameerj2020-11-251-0/+8
| | | | Used by various textures in many titles, e.g. SSBU menu.
* vk_graphics_pipeline: Manage primitive topology as fixed stateReinUsesLisp2020-10-131-2/+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 rendererReinUsesLisp2020-09-061-52/+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 paramsameerj2020-08-161-1/+1
| | | | Addressing feedback from Rodrigo
* Address feedback, add shader compile notifier, update setting textameerj2020-08-161-12/+11
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* Vk Async Worker directly emplace in cacheameerj2020-08-161-5/+13
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* Address feedback. Bruteforce delete duplicatesameerj2020-08-161-7/+9
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* Vk Async pipeline compilationameerj2020-08-161-4/+20
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* vulkan: Silence more -Wmissing-field-initializer warningsLioncash2020-08-031-0/+5
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* vk_pipeline_cache: Make use of designated initializers where applicableLioncash2020-07-171-31/+35
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* vk_pipeline_cache: Avoid hashing and comparing dynamic state when possibleReinUsesLisp2020-06-271-3/+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 structuresReinUsesLisp2020-06-271-3/+3
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* fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-1/+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-cachebunnei2020-06-131-34/+38
|\ | | | | shader_cache: Implement a generic runtime shader cache
| * rasterizer_cache: Remove files and includesReinUsesLisp2020-06-071-4/+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 cacheReinUsesLisp2020-06-071-30/+35
| | | | | | | | Trivial port the generic shader cache to Vulkan.
* | vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-6/+10
|/ | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* Merge pull request #3930 from ReinUsesLisp/animal-bordersbunnei2020-06-011-1/+3
|\ | | | | vk_rasterizer: Implement constant attributes
| * vk_rasterizer: Implement constant attributesReinUsesLisp2020-05-131-1/+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 Sahmkow2020-05-101-2/+1
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* Merge pull request #3732 from lioncash/headerbunnei2020-05-021-1/+0
|\ | | | | vulkan: Remove unnecessary includes
| * vulkan: Remove unnecessary includesLioncash2020-04-291-1/+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-samplersbunnei2020-05-021-2/+2
|\ \ | |/ |/| shader/texture: Support multiple unknown sampler properties
| * shader_ir: Turn classes into data structuresReinUsesLisp2020-04-231-2/+2
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* | Merge pull request #3784 from ReinUsesLisp/shader-memory-utilbunnei2020-04-281-59/+10
|\ \ | | | | | | shader/memory_util: Deduplicate code
| * | shader/memory_util: Deduplicate codeReinUsesLisp2020-04-261-59/+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 operationReinUsesLisp2020-04-231-0/+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-syncbunnei2020-04-231-4/+12
|\ | | | | Introduce Predictive Flushing and Improve ASYNC GPU
| * ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow2020-04-221-4/+12
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* | vk_pipeline_cache: Fix unintentional memcpy into optionalReinUsesLisp2020-04-231-2/+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 stateReinUsesLisp2020-04-191-3/+3
| | | | Reduce FixedPipelineState's size to 600 bytes.
* fixed_pipeline_state: Pack attribute stateReinUsesLisp2020-04-191-1/+1
| | | | Reduce FixedPipelineState's size from 1384 to 664 bytes
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-36/+57
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* Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow2020-04-061-18/+20
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* vk_pipeline_cache: Remove unused variableReinUsesLisp2020-03-191-1/+0
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-2/+3
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* vk_shader_decompiler: Use registry for specializationReinUsesLisp2020-03-131-10/+7
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* video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-091-2/+2
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* Merge pull request #3301 from ReinUsesLisp/state-trackerRodrigo Locatti2020-03-091-5/+0
|\ | | | | video_core: Remove gl_state and use a state tracker based on dirty flags
| * gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-5/+0
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* | vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-35/+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 targetsReinUsesLisp2020-01-241-3/+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 implementationReinUsesLisp2020-01-071-0/+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 fillerReinUsesLisp2020-01-071-0/+43
This function allows us to share code between compute and graphics pipelines compilation.