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2020-12-05video_core: Resolve more variable shadowing scenarios pt.2Lioncash1-5/+7
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-10-13vk_graphics_pipeline: Manage primitive topology as fixed stateReinUsesLisp1-1/+0
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.
2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp1-4/+2
This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-5/+8
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.
2020-08-16Address feedback. Bruteforce delete duplicatesameerj1-1/+1
2020-08-16Vk Async pipeline compilationameerj1-0/+10
2020-06-27vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp1-0/+10
2020-06-27fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp1-2/+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.
2020-06-18vk_rasterizer: Don't preserve contents on full screen clearsReinUsesLisp1-1/+4
There's no need to load contents from the CPU when a clear resets all the contents of the underlying memory. This is already implemented on OpenGL and the texture cache.
2020-06-07vk_pipeline_cache: Use generic shader cacheReinUsesLisp1-1/+1
Trivial port the generic shader cache to Vulkan.
2020-06-02vk_rasterizer: Implement storage texelsReinUsesLisp1-4/+12
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
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.
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp1-0/+2
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
2020-04-22vk_fence_manager: Initial implementationReinUsesLisp1-0/+2
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-1/+2
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow1-0/+2
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow1-0/+1
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow1-0/+2
2020-04-22vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp1-0/+6
Introduce a default buffer getter that lazily constructs an empty buffer. This is intended to match OpenGL's buffer 0. Use this for disabled vertex and uniform buffers. While we are at it, include vertex buffer usages for staging buffers to silence validation errors.
2020-04-17vk_compute_pass: Implement indexed quadsReinUsesLisp1-0/+1
Implement indexed quads (GL_QUADS used with glDrawElements*) with a compute pass conversion. The compute shader converts from uint8/uint16/uint32 indices to uint32. The format is passed through push constants to avoid having different variants of the same shader. - Used by Fast RMX - Used by Xenoblade Chronicles 2 (it still has graphical due to synchronization issues on Vulkan)
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-8/+7
2020-04-06GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow1-3/+3
2020-03-15vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp1-0/+1
2020-03-13vk_rasterizer: Implement transform feedback binding zeroReinUsesLisp1-0/+4
2020-02-28vk_rasterizer: Pass Maxwell registers to dynamic updatesReinUsesLisp1-6/+6
2020-02-28vk_state_tracker: Initial implementationReinUsesLisp1-1/+4
Add support for render targets and viewports.
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-2/+8
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-02-14maxwell_3d: Unify draw methodsReinUsesLisp1-4/+1
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
2020-02-14vk_query_cache: Implement generic query cache on VulkanReinUsesLisp1-1/+5
2020-01-18vk_rasterizer: Address feedbackReinUsesLisp1-3/+4
2020-01-17vk_rasterizer: Implement Vulkan's rasterizerReinUsesLisp1-1/+250
This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes care of joining all parts of the backend and rendering accordingly on demand.
2020-01-07vk_rasterizer: Add placeholderReinUsesLisp1-0/+13