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path: root/src/video_core/renderer_vulkan/vk_rasterizer.h (follow)
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* Vulkan: Implement Dynamic State 3Fernando Sahmkow2023-01-011-0/+3
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* Vulkan Implement Dynamic State 2 LogicOp and PatchVerticesFernando Sahmkow2023-01-011-0/+1
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* Vulkan: Implement Dynamic States 2Fernando Sahmkow2023-01-011-0/+3
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* MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Fernando Sahmkow2023-01-011-1/+1
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* MacroHLE: Add MultidrawIndirect HLE Macro.Fernando Sahmkow2023-01-011-0/+4
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* Merge pull request #9216 from vonchenplus/reimp_inline_index_bufferliamwhite2022-11-201-2/+0
|\ | | | | video_core: Reimplement inline index buffer binding
| * video_core: Reimplement inline index buffer bindingFeng Chen2022-11-151-2/+0
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* | maxwell3d: full HLE for multi-layer clearsLiam2022-11-171-1/+1
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* Merge pull request #9097 from liamwhite/intel-spv-compilerMorph2022-11-041-1/+0
|\ | | | | video_core: don't build ASTC decoder shader unless requested
| * video_core: don't build ASTC decoder shader unless requestedLiam2022-10-201-1/+0
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* | video_core: Implement maxwell inline_index methodFengChen2022-10-221-0/+2
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* | video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen2022-10-211-1/+1
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* DMA & InlineToMemory Engines Rework.bunnei2022-10-061-1/+1
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* VideoCore: Refactor fencing system.Fernando Sahmkow2022-10-061-2/+3
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* Texture cache: Fix the remaining issues with memory mnagement and unmapping.Fernando Sahmkow2022-10-061-1/+1
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* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-8/+12
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* video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueuegerman772022-06-271-1/+1
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* video_core: Replace VKQueryCache with QueryCachegerman772022-06-271-1/+1
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-5/+5
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* video_core: Replace VKFenceManager with FenceManagergerman772022-06-271-1/+1
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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: Reduce unused includesameerj2022-03-191-6/+0
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* Rasterizer: Refactor inlineToMemory.Fernando Sahmkow2022-02-011-1/+2
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* Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow2022-01-291-0/+1
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* vk_graphics_pipeline: Implement line widthReinUsesLisp2021-07-231-0/+1
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* vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp2021-07-231-0/+2
| | | | | Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
* 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.
* vk_pipeline_cache: Add pipeline cacheReinUsesLisp2021-07-231-0/+2
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-0/+2
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-3/+0
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* shader: Remove old shader managementReinUsesLisp2021-07-231-45/+2
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* DMAEngine: Accelerate BufferClearFernando Sahmkow2021-07-131-0/+2
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* accelerateDMA: Fixes and feedback.Fernando Sahmkow2021-07-121-4/+5
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* accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow2021-07-111-0/+12
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* Fence Manager: Add fences on Reference Count.Fernando Sahmkow2021-07-091-0/+1
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* Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow2021-07-041-0/+1
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* buffer_cache: Simplify uniform disabling logicameerj2021-06-011-0/+1
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* renderer_vulkan: Accelerate ASTC decodingameerj2021-03-131-0/+1
| | | | Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
* fixed_pipeline_cache: Use dirty flags to lazily update keyReinUsesLisp2021-02-131-0/+3
| | | | | Use dirty flags to avoid building pipeline key from scratch on each draw call. This saves a bit of unnecesary work on each draw call.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-59/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* vulkan_common: Move allocator to the common directoryReinUsesLisp2021-01-151-1/+1
| | | | Allow using the abstraction from the OpenGL backend.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-2/+2
| | | | | "Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
* vk_memory_manager: Improve memory manager and its APIReinUsesLisp2021-01-151-2/+2
| | | | | | | | | Fix a bug where the memory allocator could leave gaps between commits. To fix this the allocation algorithm was reworked, although it's still short in number of lines of code. Rework the allocation API to self-contained movable objects instead of naively using an unique_ptr to do the job for us. Remove the VK prefix.
* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-2/+2
| | | | | | | 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 cacheReinUsesLisp2020-12-301-104/+27
| | | | | | | | | | | | | | 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: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-5/+5
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* video_core: Resolve more variable shadowing scenarios pt.2Lioncash2020-12-051-5/+7
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* vk_graphics_pipeline: Manage primitive topology as fixed stateReinUsesLisp2020-10-131-1/+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.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-4/+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.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-5/+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.
* Address feedback. Bruteforce delete duplicatesameerj2020-08-161-1/+1
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* Vk Async pipeline compilationameerj2020-08-161-0/+10
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* vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-0/+10
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* fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-2/+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.
* vk_rasterizer: Don't preserve contents on full screen clearsReinUsesLisp2020-06-181-1/+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.
* Merge pull request #3986 from ReinUsesLisp/shader-cachebunnei2020-06-131-1/+1
|\ | | | | shader_cache: Implement a generic runtime shader cache
| * vk_pipeline_cache: Use generic shader cacheReinUsesLisp2020-06-071-1/+1
| | | | | | | | Trivial port the generic shader cache to Vulkan.
* | vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-4/+12
|/ | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* Merge pull request #3808 from ReinUsesLisp/wait-for-idlebunnei2020-05-031-0/+2
|\ | | | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
| * {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp2020-04-281-0/+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).
* | 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 #3753 from ReinUsesLisp/ac-vulkanRodrigo Locatti2020-04-261-0/+6
|\ | | | | {gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
| * vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp2020-04-221-0/+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.
* | vk_fence_manager: Initial implementationReinUsesLisp2020-04-221-0/+2
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* | FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow2020-04-221-1/+2
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* | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow2020-04-221-0/+2
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* | ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow2020-04-221-0/+1
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* | GPU: Refactor synchronization on Async GPUFernando Sahmkow2020-04-221-0/+2
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* vk_compute_pass: Implement indexed quadsReinUsesLisp2020-04-171-0/+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)
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-8/+7
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* GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow2020-04-061-3/+3
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-0/+1
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* vk_rasterizer: Implement transform feedback binding zeroReinUsesLisp2020-03-131-0/+4
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* vk_rasterizer: Pass Maxwell registers to dynamic updatesReinUsesLisp2020-02-281-6/+6
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* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-1/+4
| | | | Add support for render targets and viewports.
* Merge pull request #3425 from ReinUsesLisp/layered-framebufferbunnei2020-02-241-2/+8
|\ | | | | texture_cache: Implement layered framebuffer attachments
| * texture_cache: Implement layered framebuffer attachmentsReinUsesLisp2020-02-161-2/+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.
* | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawbunnei2020-02-191-4/+1
|\ \ | | | | | | maxwell_3d: Unify draw methods
| * | maxwell_3d: Unify draw methodsReinUsesLisp2020-02-141-4/+1
| |/ | | | | | | | | Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
* / vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2020-02-141-1/+5
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* vk_rasterizer: Address feedbackReinUsesLisp2020-01-181-3/+4
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* vk_rasterizer: Implement Vulkan's rasterizerReinUsesLisp2020-01-171-1/+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.
* vk_rasterizer: Add placeholderReinUsesLisp2020-01-071-0/+13