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2023-06-17video_core: Only apply AF to 2D (array) image typesWollnashorn1-2/+7
2023-06-16video_core: Use sampler IDs instead pointers in the pipeline configWollnashorn3-6/+37
The previous approach of storing pointers returned by `GetGraphicsSampler`/`GetComputeSampler` caused UB, as these functions can cause reallocation of the sampler slot vector and therefore invalidate the pointers
2023-06-15video_core: Disable AF for non-color image formatsWollnashorn1-0/+9
2023-06-15video_core: Add per-image anisotropy heuristics (format & mip count)Wollnashorn2-0/+41
2023-06-08image_info: adjust rescale thresholds and refactor constant useLiam1-8/+12
2023-06-03texture_cache: Fix incorrect logic for AccelerateDMAameerj1-8/+4
2023-05-25video_core: don't garbage collect during configurationLiam2-6/+0
2023-05-24Texture cache: revert wrong acceleration assumptionFernando Sahmkow1-1/+1
2023-05-24Texture Cache Util: Fix block depth adjustment on slices.Fernando Sahmkow1-2/+13
2023-05-24texture_cache: process aliases and overlaps in the correct orderFernando Sahmkow4-61/+105
2023-05-23video_core: tune garbage collection aggressivenessLiam1-4/+6
2023-05-23textures: add BC1 and BC3 compressors and recompression settingLiam1-11/+66
2023-05-23renderer_vulkan: barrier attachment feedback loopsLiam2-0/+39
2023-05-11Allow Fermi blit accelerate to add src/dst to the cache if they don't exist already. Use ScratchBuffers in the software blit path.Kelebek11-1/+1
2023-05-09Texture Cache: Fix ASTC texturesFernando Sahmkow1-5/+5
2023-05-07Texture cache: Only force flush the dma downloadsFernando Sahmkow2-3/+3
2023-05-07Buffer Cache: disable reactive flushing in it.Fernando Sahmkow1-2/+6
2023-05-07Texture cache: reverse inmediate flush changesFernando Sahmkow3-28/+14
2023-05-07Address feedback, add CR notice, etcFernando Sahmkow1-1/+2
2023-05-07Settings: add option to enable / disable reactive flushingFernando Sahmkow1-1/+2
2023-05-07Texture cache: sync the first flush.Fernando Sahmkow2-3/+30
2023-05-07GPU: Add Reactive flushingFernando Sahmkow4-3/+35
2023-05-06Log object names with debug renderer, add a GPU address to ImageViewsKelebek14-18/+21
2023-05-03GPU: implement missing ASTCFernando Sahmkow2-0/+12
2023-05-03video_core: fix build on Apple ClangLiam1-1/+1
2023-04-29Texture Cache: Release stagging buffers on tick frameFernando Sahmkow2-9/+14
2023-04-29Address Feedback & Clang FormatFernando Sahmkow2-17/+14
2023-04-29Accelerate DMA: Use texture cache async downloads to perform the copiesFernando Sahmkow2-38/+103
to host. WIP
2023-04-29TextureCache: refactor DMA downloads to allow multiple buffers.Fernando Sahmkow2-2/+16
2023-04-22Sort overlap_ids by modification tick before copyKelebek11-0/+6
2023-03-31video_core: Keep the definition of DimensionControl consistent with nvidia open docFeng Chen1-15/+18
2023-03-30Fixes 'Continous' typoMax Dunbar1-1/+1
2023-03-28Only upload GPU-modified overlapsKelebek11-15/+15
2023-03-25Pass GPU page table by referenceRoss Schlaikjer1-31/+32
2023-03-14video_core: Better defined ImageInfo parametersFengChen3-39/+43
2023-03-12general: fix spelling mistakesLiam1-1/+1
2023-03-10video_core: Update texture formatFeng Chen1-31/+31
2023-03-07Refactor AccelerateDMA codeameerj2-20/+76
2023-03-05Engines: Implement Accelerate DMA Texture.Fernando Sahmkow7-12/+218
2023-02-23configuration: Add async ASTC decode settingameerj1-0/+1
2023-02-22texture_cache: Add async texture decodingameerj3-0/+88
2023-02-11texture_cache: OpenGL: Implement MSAA uploads and copiesameerj3-12/+10
2023-01-30Move to Clang Format 15Levi Behunin2-4/+2
Depends on https://github.com/yuzu-emu/build-environments/pull/69 clang-15 primary run
2023-01-28texture_cache: Adjust image view sizes by MSAA samplesameerj2-0/+48
2023-01-05video_core: Implement opengl/vulkan draw_textureFeng Chen2-0/+10
2023-01-04Texture Cache: Implement async texture downloads.Fernando Sahmkow2-32/+78
2023-01-01RasterizerMemory: Add filtering for flushing/invalidation operations.Fernando Sahmkow2-2/+3
2022-12-25texture_cache: Use Common::ScratchBuffer for swizzle buffersameerj4-10/+12
2022-12-25texture_cache: Use pre-allocated buffer for texture downloadsameerj3-9/+14
2022-12-25texture_cache: Use pre-allocated buffer for texture uploadsameerj4-13/+28
2022-11-24GPU: Implement additional render target formats.Fernando Sahmkow1-0/+2
2022-11-24Fermi2D: Rework blit engine and add a software blitter.Fernando Sahmkow2-9/+28
2022-11-23general: fix compile for Apple ClangLiam4-3/+4
2022-11-04video_core: Fix SNORM texture buffer emulating error (#9001)Feng Chen1-1/+0
2022-10-22general: Resolve -Wunused-lambda-capture and C5233Morph1-4/+4
2022-10-21format_lookup_table: Implement R32_B24G8 with D32_FLOAT_S8_UINTMorph1-0/+2
This format is similar to Z32_FLOAT_X24S8_UINT, which is implemented with D32_FLOAT_S8_UINT. Used in Persona 5 Royal
2022-10-16video_core: Fix spelling of "synchronize"Morph2-5/+5
2022-10-07Update 3D regsKelebek12-22/+34
2022-10-06general: Format licenses as per SPDX guidelinesMorph3-11/+6
2022-10-06Vulkan Texture Cache: Limit render area to the max width/height of the targets.Fernando Sahmkow2-0/+3
2022-10-06ImageBase: Basic fixes.Fernando Sahmkow1-8/+5
2022-10-06VideoCore: Implement formats needed for N64 emulation.Fernando Sahmkow2-3/+3
2022-10-06DMA & InlineToMemory Engines Rework.bunnei1-1/+0
2022-10-06Texture Cache: Fix GC and GPU Modified on Joins.Fernando Sahmkow1-3/+5
2022-10-06Texture cache: Fix the remaining issues with memory mnagement and unmapping.Fernando Sahmkow2-8/+23
2022-10-06Texture cache: Fix dangling references on multichannel.Fernando Sahmkow1-21/+24
2022-10-06Refactor VideoCore to use AS sepparate from Channel.Fernando Sahmkow3-141/+101
2022-10-06General: Rebase fixes.Fernando Sahmkow1-7/+6
2022-10-06VideoCore: Extra Fixes.Fernando Sahmkow1-1/+1
2022-10-06VideoCore: Fix channels with disk pipeline/shader cache.Fernando Sahmkow1-5/+7
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow3-90/+195
2022-10-06Texture Cache: Add ASTC 10x5 Format.Fernando Sahmkow2-0/+8
2022-08-20code: dodge PAGE_SIZE #defineKyle Kienapfel2-11/+11
Some header files, specifically for OSX and Musl libc define PAGE_SIZE to be a number This is great except in yuzu we're using PAGE_SIZE as a variable Specific example `static constexpr u64 PAGE_SIZE = u64(1) << PAGE_BITS;` PAGE_SIZE PAGE_BITS PAGE_MASK are all similar variables. Simply deleted the underscores, and then added YUZU_ prefix Might be worth noting that there are multiple uses in different classes/namespaces This list may not be exhaustive Core::Memory 12 bits (4096) QueryCacheBase 12 bits ShaderCache 14 bits (16384) TextureCache 20 bits (1048576, or 1MB) Fixes #8779
2022-07-06renderer_(gl/vk): Implement ASTC_10x6_UNORMMorph2-0/+4
- Used by Monster Hunter Rise Update 10.0.2
2022-06-14common: Change semantics of UNREACHABLE to unconditionally crashLiam4-14/+14
2022-04-28chore: add missing SPDX tagsAndrea Pappacoda1-21/+2
Follow-up to 99ceb03a1cfcf35968cab589ea188a8c406cda52
2022-04-23general: Convert source file copyright comments over to SPDXMorph25-75/+50
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-14video_core: implement formats for N64 emulationFernando Sahmkow2-0/+10
2022-04-05Revert "texture_cache/util: Remove unneeded ReadBlockUnsafe"bunnei1-0/+1
2022-04-04texture_cache/util: Remove unneeded ReadBlockUnsafeameerj1-1/+0
This call was reading GPU memory into the dst buffer, which is then overwritten by the SwizzleTexture call.
2022-04-01GPU Garbage Collection: Fix regressions.Fernando Sahmkow1-2/+0
2022-03-26Revert "Memory GPU <-> CPU: reduce infighting in the texture cache by adding CPU Cached memory."bunnei3-54/+1
2022-03-25Texture Cache: Add Cached CPU system.Fernando Sahmkow3-1/+54
2022-03-25Garbage Collection: Final tuning.Fernando Sahmkow2-17/+29
2022-03-25Buffer Cache: Tune to the levels of the new GC.Fernando Sahmkow1-2/+0
2022-03-25Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow3-17/+49
2022-03-19video_core: Reduce unused includesameerj5-7/+0
2022-02-02texture_cache: Ensure has_blacklisted is always initializedLioncash1-1/+1
Resolves a -Wmaybe_uninitialized warning
2022-02-02texture_cache: Remove dead code within SynchronizeAliasesLioncash1-13/+1
Since these were being copied by value, none of the changes applied in the loop would be reflected. However, from the looks of it, this would already be applied within CopyImage() anyways, so this can be removed.
2022-02-02texture_cache: Amend unintended bitwise OR in SynchronizeAliasesLioncash1-1/+1
2022-01-01texture_cache/util: Fix s32 overflow when resolving overlapsameerj1-5/+5
2021-12-31video_core/memory_manager: Fixes for sparse memory managementameerj1-3/+1
2021-12-24vk_texture_cache: Fix invalidated pointer accessameerj1-1/+2
The vulkan ImageView held a reference to its source image for rescale status checking. This pointer is sometimes invalidated when the texture cache slot_images container is resized. To avoid an invalid pointer dereference, the ImageView now holds a reference to the container itself.
2021-12-10Fix blit image/view not compatibleFeng Chen1-1/+6
2021-12-05texture_cache: Fix image convert dimensions assertionameerj1-1/+12
2021-12-05blit_image: Refactor upscale factors usageameerj1-1/+1
The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
2021-12-04Texture Cache: Fix crashes on NVIDIA.Fernando Sahmkow1-3/+6
2021-11-29Add missing pixel format mappingFeng Chen1-0/+2
2021-11-28Texture Cache: Secure insertions against deletions.Fernando Sahmkow1-3/+13
2021-11-27Texture Cache: Redesigning the blitting system (again).Fernando Sahmkow3-23/+64
2021-11-26Texture Cache: Further fix regressions.Fernando Sahmkow1-11/+15
2021-11-22Texture Cache: Fix issue with blitting 3D textures.Fernando Sahmkow1-2/+4
2021-11-22TextureCache: Simplify blitting of D24S8 formats and fix bugs.Fernando Sahmkow1-1/+7
2021-11-21TextureCache: Eliminate format deduction as full depth conversion has been supported.Fernando Sahmkow2-29/+5
2021-11-20TextureCache: Implement buffer copies on Vulkan.Fernando Sahmkow2-4/+2
2021-11-19TextureCache: Further fixes on resolve algorithm.Fernando Sahmkow2-16/+17
2021-11-19TextureCache: force same image format when resolving an image.Fernando Sahmkow2-2/+9
2021-11-19TextureCache: Fix regression caused by ART and improve blit detection algorithm to be smarter.Fernando Sahmkow2-10/+27
2021-11-17video_core: Add S8_UINT stencil formatMorph1-0/+2
2021-11-17texture_cache: Use pixel format conversion when supported by the runtimeameerj2-0/+5
2021-11-17TextureCache: Fix OGL cleaningFernando Sahmkow1-0/+3
2021-11-16Texture Cache: revert Image changes.Fernando Sahmkow1-0/+4
2021-11-16Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs.FernandoS273-20/+5
2021-11-16texture_cache: Refactor Render Target scaling functionameerj2-14/+24
2021-11-16Texture Cache: Fix memory usage on ScaleDown.FernandoS271-4/+0
2021-11-16OpenGlTextureCache: Fix state invalidation on rescaling.Fernando Sahmkow1-2/+2
2021-11-16Texture Cache: Fix blitting.Fernando Sahmkow1-2/+2
2021-11-16TextureCache: Improve Reaper.FernandoS272-14/+26
2021-11-16TextureCache: fix rescaling in aliases and overlap joins.FernandoS273-14/+38
2021-11-16Texture Cache: fix memory managment and optimize scaled downloads, uploads.Fernando Sahmkow3-15/+15
2021-11-16Texture Cache: ease the requirements of textures being blacklisted.Fernando Sahmkow2-22/+7
2021-11-16Texture Cache: Fix downscaling and correct memory comsumption.Fernando Sahmkow4-14/+28
2021-11-16Texture Cache: Rescale conversions between depth and colorFernandoS271-1/+1
2021-11-16Texture cache: Fix memory consumption and ignore rating when a depth texture is rendered.Fernando Sahmkow1-3/+4
2021-11-16Texture Cahe: Fix downscaling on SMO.Fernando Sahmkow3-0/+8
2021-11-16texture_cache_base: Remove unused function declarationsameerj1-8/+0
2021-11-16texture_cache: Fix infinitely recursive ImageCanRescale checkameerj3-10/+13
2021-11-16video_core: Refactor resolution scale functionameerj1-27/+12
2021-11-16texture_cache: Fix image resolves when src/dst are not both scaledameerj1-5/+8
2021-11-16vk_texture_cache: Fix early returns on unsupported scalesameerj1-1/+1
2021-11-16video_core: Misc resolution scaling related refactoringameerj1-2/+0
2021-11-16texture_cache: Refactor scaled image size calculationameerj2-12/+13
2021-11-16Texture Cache: Fix calculations when scaling.Fernando Sahmkow1-0/+12
2021-11-16Texture Cache: Fix Rescaling on MultisampleFernando Sahmkow2-6/+15
2021-11-16TextureCache: Base fixes on rescaling.Fernando Sahmkow1-3/+4
2021-11-16image_info: Mark MSAA textures as non-rescalableameerj1-2/+2
Blitting or resolving multisampled images requires the dimensions of the src and dst to be equal for valid usage, making them difficult for resolution scaling using the current implementation.
2021-11-16shader, video_core: Fix GCC build errorsameerj1-7/+3
2021-11-16TextureCache: Fix Buffer Views Scaling.Fernando Sahmkow2-5/+9
2021-11-16Texture Cache: Correctly fix Blits Rescaling.Fernando Sahmkow1-9/+12
2021-11-16texture_cache: Disable dst_image scaling in BlitImageameerj1-5/+7
Fixes scaling in Super Mario Party
2021-11-16texture_cache: Add getter to query if image view is rescaledReinUsesLisp2-16/+9
2021-11-16texture_cache: Fix blacklists on computeReinUsesLisp1-1/+1
2021-11-16texture_cache: Simplify image view queries and blacklistingReinUsesLisp7-35/+60
2021-11-16Texture Cache: Implement Rating System.Fernando Sahmkow5-15/+47
2021-11-16Texture Cache: Implement Blacklisting.Fernando Sahmkow3-1/+36
2021-11-16texture_cache: Add image gettersReinUsesLisp2-0/+16
2021-11-16texture_cache: Fix typo in aliased image rescalingameerj1-1/+1
2021-11-16Texture Cache: Implement Rescaling on Aliases and Blits.Fernando Sahmkow1-5/+53
2021-11-16TextureCache: Fix rescaling of ImageCopiesFernando Sahmkow2-5/+40
2021-11-16TextureCache: Modify Viewports/Scissors according to Rescale.Fernando Sahmkow2-2/+26
2021-11-16Texture Cache: More rescaling fixes.Fernando Sahmkow2-82/+86
2021-11-16Texture Cache: Implement Vulkan UpScaling & DownScalingFernando Sahmkow3-13/+77
2021-11-16VideoCore: Initial Setup for the Resolution Scaler.Fernando Sahmkow4-3/+126
2021-10-03gpu: Migrate implementation to the cpp fileameerj3-7/+7
2021-09-24general: Update style to clang-format-12ameerj1-2/+2
2021-09-23Vulkan Rasterizer: Correct DepthBias/PolygonOffset on Vulkan.Fernando Sahmkow1-0/+3
2021-09-11slot_vector: Add missing <algorithm> includeMorph1-0/+1
2021-08-29Garbage Collection: Make it more agressive on high priority mode.Fernando Sahmkow1-2/+2
2021-08-29Garbage Collection: Adress Feedback.Fernando Sahmkow1-1/+1
2021-08-28Garbage Collection: enable as default, eliminate option.Fernando Sahmkow1-2/+1
2021-08-28VideoCore: Rework Garbage Collection.Fernando Sahmkow3-62/+37
2021-08-08texture_cache: Address ameerj's reviewyzct123453-7/+4
2021-08-07texture_cache: Address ameerj's reviewyzct123452-10/+2
2021-08-05texture_cache: Don't change copyright yearyzct123452-2/+2
2021-08-05texture_cache: Address ameerj's reviewyzct123454-1811/+1811
2021-08-05texture_cache: Split templates outyzct123452-1527/+1508
2021-07-27render_target: Add missing initializer for size extentLioncash1-3/+3
Everything else has a default constructor that does the straightforward thing of initializing most members to a default value, except for the size. We explicitly initialize the size (and others, for consistency), to prevent potential uninitialized reads from occurring. Particularly given the largeish surface area that this struct is used in.
2021-07-23texture_cache: Reduce invalid image/sampler error severityReinUsesLisp1-7/+7
2021-07-23shader: Initial OpenGL implementationReinUsesLisp2-4/+3
2021-07-23shader: Implement SULD and SUSTReinUsesLisp1-0/+8
2021-07-23shader: Interact texture buffers with buffer cacheReinUsesLisp3-4/+19
2021-07-18texture_cache/util: Fix size calculations of multisampled imagesReinUsesLisp1-53/+33
On the texture cache we handle multisampled images by keeping their real size in samples (e.g. 1920x1080 with 4 samples is 3840x2160). This works nicely with size matches and other comparisons, but the calculation for guest sizes was not having this in mind, and the size was being multiplied (again) by the number of samples per dimension. For example a 3840x2160 texture cache image had its width and height multiplied by 2, resulting in a much larger texture. Fix this issue. - Fixes performance regression on cooking related titles when an unrelated bug was fixed.
2021-07-18texture_cache: Always prepare image views on render targetsReinUsesLisp1-0/+6
Images used as render targets were not being "prepared", causing desynchronizations on the texture cache. Needs #6669 to avoid performance regressions on certain cooking titles. - Fixes black shadows on Age of Calamity.
2021-07-09Buffer Cache: Fix High Downloads and don't predownload on Extreme.Fernando Sahmkow1-2/+2
2021-07-08Out of bound blit (#6531)Feng Chen1-56/+15
* Fix out of bound blit error * Fix code read * Fix ci error Co-authored-by: Feng Chen <chen.feng@gloritysolutions.com>
2021-07-04Texture Cache: Fix collision with multiple overlaps of the same sparse texture.Fernando Sahmkow1-1/+6
2021-07-04Texture Cache: Fix GCC & Clang.Fernando Sahmkow2-11/+11
2021-07-04Texture Cache: Address feedback.Fernando Sahmkow2-12/+32
2021-07-04Texture Cache: Improve accuracy of sparse texture detection.Fernando Sahmkow4-126/+222
2021-07-04Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow6-22/+285
2021-07-03TextureCache: Fix 1D to 2D overlapps.Fernando Sahmkow1-3/+0
2021-06-28video_core: Silence signed/unsigned mismatch warningsMorph2-2/+2
2021-06-26buffer_cache/texture_cache: Make GC functions privateReinUsesLisp1-3/+3
2021-06-24common: Replace common_sizes into user-literalsWunkolo1-6/+6
Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc user-literals within literals.h. To keep the global namespace clean, users will have to use: ``` using namespace Common::Literals; ``` to access these literals.
2021-06-22Reaper: Set minimum cleaning limit on OGL.Fernando Sahmkow1-1/+4
2021-06-20Reaper: Guarantee correct deletion.Fernando Sahmkow1-2/+3
2021-06-17Reaper: Change memory restrictions on TC depending on host memory on VK.Fernando Sahmkow2-16/+32
2021-06-16Reaper: Address Feedback.Fernando Sahmkow1-13/+25
2021-06-16Reaper: Setup settings and final tuning.Fernando Sahmkow2-29/+34
2021-06-16Reaper: Tune it up to be an smart GC.Fernando Sahmkow4-8/+108
2021-06-16Initial Reaper SetupReinUsesLisp4-12/+121
WIP
2021-06-16textures: Reintroduce CPU ASTC decoderameerj1-2/+11
Users may want to fall back to the CPU ASTC texture decoder due to hangs and crashes that may be caused by keeping the GPU under compute heavy loads for extended periods of time. This is especially the case in games such as Astral Chain which make extensive use of ASTC textures.
2021-06-15texture_cache/util: Avoid relaxed image views on different bytes per pixelReinUsesLisp1-1/+9
Avoids API usage errors on UE4 titles leading to crashes.
2021-06-10Fix GCC undefined behavior sanitizer.Markus Wick1-0/+3
* Wrong alignment in u64 LOG_DEBUG -> memcpy. * Huge shift exponent in stride calculation for linear buffer, unused result -> skipped. * Large shift in buffer cache if word = 0, skip checking for set bits. Non of those were critical, so this should not change any behavior. At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
2021-05-08texture_cache: Handle out of bound texture blitsameerj2-8/+56
Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
2021-04-19texture_cache/util: Fix src being used instead of dst within DeduceBlitImagesLioncash1-1/+1
This line can only ever be reached if src is null, so dereferencing it here is a logic bug that slipped through. Instead, we dereference dst instead which is guaranteed to be valid.
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-04-12texure_cache/util: Resolve implicit sign conversions with std::reduceLioncash2-11/+15
Amends implicit sign conversions occurring with usages of std::reduce and also relocates it to its own utility function to reduce verbosity a little bit.
2021-03-25astc_decoder: Refactor for style and more efficient memory useameerj1-12/+2
2021-03-13renderer_vulkan: Accelerate ASTC decodingameerj1-2/+2
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-03-04texture_cache: Blacklist BGRA8 copies and views on OpenGLameerj5-19/+25
In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats. This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
2021-02-13vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp1-19/+19
This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-18/+10
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.
2021-02-09texture_cache/util: Remove unused functionsLioncash1-34/+0
Silences a few warnings on clang 12.
2021-01-24video_core: Silence -Wmissing-field-initializers warningsReinUsesLisp1-24/+35
2021-01-17texture_cache/util: Resolve -Wsign-compare warningLioncash1-1/+1
Resolves a -Wsign-compare warning on Clang.
2021-01-15common/alignment: Rename AlignBits to AlignUpLog2ReinUsesLisp2-7/+7
AlignUpLog2 describes what the function does better than AlignBits.
2021-01-07texture_cache: Replace PAGE_SHIFT with PAGE_BITSMerryMage1-6/+6
PAGE_SHIFT is a #define in system headers that leaks into user code on some systems
2021-01-04gl_texture_cache: Avoid format views on Intel and AMDReinUsesLisp5-16/+26
Intel and AMD proprietary drivers are incapable of rendering to texture views of different formats than the original texture. Avoid creating these at a cache level. This will consume more memory, emulating them with copies.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp31-2849/+4633
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-07video_core: Remove unnecessary enum class casting in logging messagesLioncash2-5/+4
fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash5-29/+29
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.2Lioncash3-22/+23
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-10-30General: Resolve a few missing initializer warningsLioncash1-0/+1
Resolves a few -Wmissing-initializer warnings.
2020-09-22General: Make use of std::nullopt where applicableLioncash1-3/+7
Allows some implementations to avoid completely zeroing out the internal buffer of the optional, and instead only set the validity byte within the structure. This also makes it consistent how we return empty optionals.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp3-36/+31
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.
2020-07-21surface_params: Make use of designated initializers where applicableLioncash1-38/+46
Provides a convenient way to avoid unnecessary zero initializing.
2020-07-21surface_params: Remove redundant assignmentLioncash1-1/+0
This is a redundant assignment that can be removed.
2020-07-21surface_params: Replace questionable usages of the comma operator with semicolonsLioncash1-9/+9
These are bugs waiting to happen.
2020-07-21video_core: Remove unused variablesLioncash1-2/+0
Silences several compiler warnings about unused variables.
2020-07-21video_core: Remove redundant pixel format typeDavid Marcec1-1/+0
We already get the format type before converting shadow formats and during shadow formats.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp4-90/+90
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13video_core: Fix DXT4 and RGB565ReinUsesLisp1-4/+3
2020-07-13video_core/format_lookup_table: Add formats with existing PixelFormatReinUsesLisp1-1/+9
2020-07-10video_core/textures: Add and use SwizzleSliceToVoxel, and minor style changesReinUsesLisp2-4/+3
Change GOB sizes from free-functions to constexpr constants. Add SwizzleSliceToVoxel, a function that swizzles a 2D array of pixels into a 3D texture and use it for 3D copies.
2020-07-10configuration: implement per-game configurations (#4098)lat9nq1-1/+1
* Switch game settings to use a pointer In order to add full per-game settings, we need to be able to tell yuzu to switch to using either the global or game configuration. Using a pointer makes it easier to switch. * configuration: add new UI without changing existing funcitonality The new UI also adds General, System, Graphics, Advanced Graphics, and Audio tabs, but as yet they do nothing. This commit keeps yuzu to the same functionality as originally branched. * configuration: Rename files These weren't included in the last commit. Now they are. * configuration: setup global configuration checkbox Global config checkbox now enables/disables the appropriate tabs in the game properties dialog. The use global configuration setting is now saved to the config, defaulting to true. This also addresses some changes requested in the PR. * configuration: swap to per-game config memory for properties dialog Does not set memory going in-game. Swaps to game values when opening the properties dialog, then swaps back when closing it. Uses a `memcpy` to swap. Also implements saving config files, limited to certain groups of configurations so as to not risk setting unsafe configurations. * configuration: change config interfaces to use config-specific pointers When a game is booted, we need to be able to open the configuration dialogs without changing the settings pointer in the game's emualtion. A new pointer specific to just the configuration dialogs can be used to separate changes to just those config dialogs without affecting the emulation. * configuration: boot a game using per-game settings Swaps values where needed to boot a game. * configuration: user correct config during emulation Creates a new pointer specifically for modifying the configuration while emulation is in progress. Both the regular configuration dialog and the game properties dialog now use the pointer Settings::config_values to focus edits to the correct struct. * settings: split Settings::values into two different structs By splitting the settings into two mutually exclusive structs, it becomes easier, as a developer, to determine how to use the Settings structs after per-game configurations is merged. Other benefits include only duplicating the required settings in memory. * settings: move use_docked_mode to Controls group `use_docked_mode` is set in the input settings and cannot be accessed from the system settings. Grouping it with system settings causes it to be saved with per-game settings, which may make transferring configs more difficult later on, especially since docked mode cannot be set from within the game properties dialog. * configuration: Fix the other yuzu executables and a regression In main.cpp, we have to get the title ID before the ROM is loaded, else the renderer will reflect only the global settings and now the user's game specific settings. * settings: use a template to duplicate memory for each setting Replaces the type of each variable in the Settings::Values struct with a new class that allows basic data reading and writing. The new struct Settings::Setting duplicates the data in memory and can manage global overrides per each setting. * configuration: correct add-ons config and swap settings when apropriate Any add-ons interaction happens directly through the global values struct. Swapping bewteen structs now also includes copying the necessary global configs that cannot be changed nor saved in per-game settings. General and System config menus now update based on whether it is viewing the global or per-game settings. * settings: restore old values struct No longer needed with the Settings::Setting class template. * configuration: implement hierarchical game properties dialog This sets the apropriate global or local data in each setting. * clang format * clang format take 2 can the docker container save this? * address comments and style issues * config: read and write settings with global awareness Adds new functions to read and write settings while keeping the global state in focus. Files now generated per-game are much smaller since often they only need address the global state. * settings: restore global state when necessary Upon closing a game or the game properties dialog, we need to restore all global settings to the original global state so that we can properly open the configuration dialog or boot a different game. * configuration: guard setting values incorrectly This disables setting values while a game is running if the setting is overwritten by a per game setting. * config: don't write local settings in the global config Simple guards to prevent writing the wrong settings in the wrong files. * configuration: add comments, assume less, and clang format No longer assumes that a disabled UI element means the global state is turned off, instead opting to directly answer that question. Still however assumes a game is running if it is in that state. * configuration: fix a logic error Should not be negated * restore settings' global state regardless of accept/cancel Fixes loading a properties dialog and causing the global config dialog to show local settings. * fix more logic errors Fixed the frame limit would set the global setting from the game properties dialog. Also strengthened the Settings::Setting member variables and simplified the logic in config reading (ReadSettingGlobal). * fix another logic error In my efforts to guard RestoreGlobalState, I accidentally negated the IsPowered condition. * configure_audio: set toggle_stretched_audio to tristate * fixed custom rtc and rng seed overwriting the global value * clang format * rebased * clang format take 4 * address my own review Basically revert unintended changes * settings: literal instead of casting "No need to cast, use 1U instead" Thanks, Morph! Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> * Revert "settings: literal instead of casting " This reverts commit 95e992a87c898f3e882ffdb415bb0ef9f80f613f. * main: fix status buttons reporting wrong settings after stop emulation * settings: Log UseDockedMode in the Controls group This should have happened when use_docked_mode was moved over to the controls group internally. This just reflects this in the log. * main: load settings if the file has a title id In other words, don't exit if the loader has trouble getting a title id. * use a zero * settings: initalize resolution factor with constructor instead of casting * Revert "settings: initalize resolution factor with constructor instead of casting" This reverts commit 54c35ecb46a29953842614620f9b7de1aa9d5dc8. * configure_graphics: guard device selector when Vulkan is global Prevents the user from editing the device selector if Vulkan is the global renderer backend. Also resets the vulkan_device variable when the users switches back-and-forth between global and Vulkan. * address reviewer concerns Changes function variables to const wherever they don't need to be changed. Sets Settings::Setting to final as it should not be inherited from. Sets ConfigurationShared::use_global_text to static. Co-Authored-By: VolcaEM <volcaem@users.noreply.github.com> * main: load per-game settings after LoadROM This prevents `Restart Emulation` from restoring the global settings *after* the per-game settings were applied. Thanks to BSoDGamingYT for finding this bug. * Revert "main: load per-game settings after LoadROM" This reverts commit 9d0d48c52d2dcf3bfb1806cc8fa7d5a271a8a804. * main: only restore global settings when necessary Loading the per-game settings cannot happen after the ROM is loaded, so we have to specify when to restore the global state. Again thanks to BSoD for finding the bug. * configuration_shared: address reviewer concerns except operator overrides Dropping operator override usage in next commit. Co-Authored-By: LC <lioncash@users.noreply.github.com> * settings: Drop operator overrides from Setting template Requires using GetValue and SetValue explicitly. Also reverts a change that broke title ID formatting in the game properties dialog. * complete rebase * configuration_shared: translate "Use global configuration" Uses ConfigurePerGame to do so, since its usage, at least as of now, corresponds with ConfigurationShared. * configure_per_game: address reviewer concern As far as I understand, it prevents the program from unnecessarily copying strings. Co-Authored-By: LC <lioncash@users.noreply.github.com> Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com> Co-authored-by: VolcaEM <volcaem@users.noreply.github.com> Co-authored-by: LC <lioncash@users.noreply.github.com>
2020-06-27texture_cache: Test format compatibility before copyingReinUsesLisp1-5/+20
Avoid illegal copies. This intercepts the last step of a copy to avoid generating validation errors or corrupting the driver on some instances. We can create views and emit copies accordingly in future commits and remove this last-step validation.
2020-06-22TextureCache: Fix case where layer goes off bound.Fernando Sahmkow1-0/+3
The returned layer is expected to be between 0 and the depth of the surface, anything larger is off bounds.
2020-06-20texture_cache: Fix incorrect address used in a DeduceSurface() callLioncash1-1/+1
Previously the source was being deduced twice in a row.
2020-06-08texture_cache: Port original code management for 2D vs 3D texturesReinUsesLisp2-16/+35
Handle blits to images as 2D, even when they have block depth. - Fixes rendering issues on Luigi's Mansion 3
2020-06-08texture_cache: Simplify blit codeReinUsesLisp1-9/+7
2020-06-08texture_cache: Handle 3D texture blits with one layerReinUsesLisp2-3/+8
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp4-80/+76
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
2020-05-30texture_cache: More relaxed reconstructionReinUsesLisp1-13/+9
Only reupload textures when they've not been modified from the GPU.
2020-05-30texture_cache: Only copy textures that were modified from hostReinUsesLisp1-2/+6
2020-05-30texture_cache: Reload textures when number of resources mismatchReinUsesLisp1-0/+9
2020-05-29texture_cache: Handle overlaps with multiple subresourcesReinUsesLisp1-27/+33
Implement more surface reconstruct cases. Allow overlaps with more than one layer and mipmap and copies all of them to the new texture. - Fixes textures moving around objects on Xenoblade games
2020-05-28format_lookup_table: Implement G24S8 format as S8Z24ReinUsesLisp1-1/+2
2020-05-27texture_cache: Use unordered_map::find instead of operator[] on hot codeReinUsesLisp1-15/+19
2020-05-27texture_cache: Use small vector for surface vectorsReinUsesLisp1-9/+10
This avoids most heap allocations when collecting surfaces into a vector.
2020-05-26texture_cache: Fix layered null surfacesReinUsesLisp1-1/+3
Null texture cubes were not considered arrays, causing issues on Vulkan and OpenGL when creating views.
2020-04-30texture: Implement R8G8UIMorph1-1/+2
- Used by The Walking Dead: The Final Season
2020-04-27texture_cache: Reintroduce preserve_contents accuratelyReinUsesLisp1-25/+41
This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp2-7/+7
2020-04-22Address Feedback.Fernando Sahmkow1-9/+6
2020-04-22Address Feedback.Fernando Sahmkow1-32/+18
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-0/+7
2020-04-22Rasterizer: Disable fence managing in synchronous gpu.Fernando Sahmkow1-1/+1
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow1-0/+15
2020-04-22FenceManager: Implement should wait.Fernando Sahmkow1-0/+11
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow1-1/+31
2020-04-22TextureCache: Flush linear textures after finishing rendering.Fernando Sahmkow1-2/+8
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow1-2/+2
2020-04-22Texture Cache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow2-3/+63
2020-04-22UI: Replasce accurate GPU option for GPU Accuracy LevelFernando Sahmkow1-4/+4
2020-04-16surface_view: Add missing operator!= to ViewParamsLioncash2-0/+5
Provides logical symmetry to the interface.
2020-04-16surface_base: Make IsInside() a const member functionLioncash1-2/+2
This doesn't modify internal state, so this can be made const.
2020-04-16texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indicesLioncash1-3/+3
Previously these were all using the red component to derive the indices, which is definitely not intentional.
2020-04-16video_core: Amend doxygen comment referencesLioncash1-4/+4
Fixes broken documentation references.
2020-04-16CMakeLists: Specify -Wextra on linux buildsLioncash2-2/+2
Allows reporting more cases where logic errors may exist, such as implicit fallthrough cases, etc. We currently ignore unused parameters, since we currently have many cases where this is intentional (virtual interfaces). While we're at it, we can also tidy up any existing code that causes warnings. This also uncovered a few bugs as well.
2020-04-15Texture Cache: Read current data when flushing a 3D segment.Fernando Sahmkow1-0/+6
This PR corrects flushing of 3D segments when data of other segments is mixed, this aims to preserve the data in place.
2020-04-15Texture Cache: Only do buffer copies on accurate GPU. (#3634)Fernando Sahmkow1-1/+3
This is a simple optimization as Buffer Copies are mostly used for texture recycling. They are, however, useful when games abuse undefined behavior but most 3D APIs forbid it.
2020-04-11texture_cache: Remove preserve_contentsReinUsesLisp1-41/+25
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times.
2020-04-06Texture Cache: Use vAddr instead of physical memory for caching.Fernando Sahmkow3-122/+75
2020-04-04Revert "Merge pull request #3499 from ReinUsesLisp/depth-2d-array"ReinUsesLisp1-4/+2
This reverts commit 41905ee467b24172ba93e3fcd665bb4e4806a45a, reversing changes made to 35145bd529c3517e2c366efc764a762092d96edf. It causes regressions in several games.
2020-04-01video_core: Use native ASTC when availableReinUsesLisp5-65/+59
2020-03-13video_core: Implement RGBA16_SNORMReinUsesLisp1-1/+2
Implement RGBA16_SNORM with the current API. Nothing special here.
2020-03-12texture_cache: Report incompatible textures as blackReinUsesLisp1-2/+39
Some games bind incompatible texture types to certain types. For example Astral Chain binds a 2D texture with 1 layer (non-array) to a cubemap slot (that's how it's used in the shader). After testing this in hardware, the expected "undefined behavior" is to report all pixels as black. We already have a path for reporting black textures in the texture cache. When textures types are incompatible, this commit binds these kind of textures. This is done on the API agnostic texture cache so no extra code has to be inserted on OpenGL or Vulkan. As a side effect, this fixes invalidations of ASTC textures on Astral Chain. This happened because yuzu detected a cube texture and forced 6 faces, generating a texture larger than what the TIC reported.
2020-03-12texture_cache/surface_params: Force depth=1 on 2D texturesReinUsesLisp1-2/+4
Sometimes games will sample a 2D array TIC with a 2D access in the shader. This causes bad interactions with the rest of the texture cache. To emulate what the game wants to do, force a depth=1 on 2D textures (not 2D arrays) and let the texture cache handle the rest.
2020-02-28renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp1-1/+19
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-19/+1
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp3-31/+26
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.
2020-02-16texture_cache: Avoid matches in 3D texturesReinUsesLisp1-8/+11
Code before this commit was trying to match 3D textures with another target. Fix that.
2020-02-16surface_base: Implement texture buffer flushesReinUsesLisp1-0/+4
Implement downloads to guest memory from texture buffers on the generic cache and OpenGL.
2020-02-15texture: Implement R32IReinUsesLisp1-1/+2
2020-01-27texture_cache/surface_base: Fix layered break downReinUsesLisp1-1/+1
Layered break downs was passing "layer" as a "depth" parameter. This commit addresses that.
2020-01-16format_lookup_table: Fix ZF32_X24S8 component typesReinUsesLisp1-1/+1
Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT, UINT, UNORM, UNORM; causing a format mismatch. This commit addresses that.
2020-01-14texture_cache/surface_params: Make GetNumLayers publicReinUsesLisp1-4/+5
2019-12-22Texture Cache: Improve documentationFernando Sahmkow2-4/+5
2019-12-22Texture Cache: Address FeedbackFernando Sahmkow2-11/+11
2019-12-22Texture Cache: Add HLE methods for building 3D textures within the GPU in certain scenarios.Fernando Sahmkow3-1/+139
This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
2019-11-29texture_cache/surface_base: Fix out of bounds texture viewsReinUsesLisp1-7/+4
Some texture views were being created out of bounds (with more layers or mipmaps than what the original texture has). This is because of a miscalculation in mipmap bounding. end_layer and end_mipmap are out of bounds (e.g. layer 6 in a cubemap), there's no need to add one more there. Fixes OpenGL errors and Vulkan crashes on Splatoon 2.
2019-11-20Texture_Cache: Redo invalid Surfaces handling.Fernando Sahmkow3-32/+101
This commit aims to redo the full setup of invalid textures and guarantee correct behavior across backends in the case of finding one by using black dummy textures that match the target of the expected texture.
2019-11-15format_lookup_table: Address feedbackReinUsesLisp2-30/+24
format_lookup_table: Drop bitfields format_lookup_table: Use std::array for definition table format_lookup_table: Include <limits> instead of <numeric>
2019-11-15texture_cache: Use a table instead of switch for texture formatsReinUsesLisp5-12/+288
Use a large flat array to look up texture formats. This allows us to properly implement formats with different component types. It should also be faster.
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp3-17/+5
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-10-16texture_cache: Avoid unnecessary surface copies within PickStrategy() and TryReconstructSurface()Lioncash1-2/+2
We can take these by const reference and avoid making unnecessary copies, preventing some atomic reference count increments and decrements.
2019-10-15video_core/texture_cache: Amend Doxygen referencesLioncash1-57/+78
Amends the doxygen comments so that they properly resolve. While we're at it, we can correct some typos and fix up some of the comments' formatting in order to make them slightly nicer to read.
2019-10-15common: Rename binary_find.h to algorithm.hLioncash2-3/+3
Makes the header more general for other potential algorithms in the future. While we're at it, include a missing <functional> include to satisfy the use of std::less.
2019-10-05Texture_Cache: Blit Deduction corrections and simplifications.Fernando Sahmkow1-18/+20
2019-10-05TextureCache: Add the ability to deduce if two textures are depth on blit.Fernando Sahmkow1-2/+142
2019-09-06texture_cache: Minor changesReinUsesLisp4-19/+17
2019-09-06gl_rasterizer: Implement image bindingsReinUsesLisp3-30/+98
2019-09-06texture_cache: Pass TIC to texture cacheReinUsesLisp3-26/+24
2019-08-30video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti2-3/+0
* texture_cache/surface_params: Remove unused local variable * rasterizer_interface: Add missing documentation commentary * maxwell_dma: Remove unused rasterizer reference * video_core/gpu: Sort member declaration order to silent -Wreorder warning * fermi_2d: Remove unused MemoryManager reference * video_core: Silent unused variable warnings * buffer_cache: Silent -Wreorder warnings * kepler_memory: Remove unused MemoryManager reference * gl_texture_cache: Add missing override * buffer_cache: Add missing include * shader/decode: Remove unused variables
2019-07-19video_core: Resolve -Wreorder warningsLioncash1-3/+2
Ensures that the constructor members are always initialized in the order that they're declared in.
2019-07-17Texture_Cache: Rebase FixesFernando Sahmkow1-6/+0
2019-07-17Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow1-5/+12
2019-07-14Texture_Cache: Address FeedbackFernando Sahmkow3-13/+17
2019-07-14Texture_Cache: Remove some unprecise fallback case and clang formatFernando Sahmkow2-13/+5
2019-07-14Texture_Cache: Force Framebuffer reset if an active render target is unregistered.Fernando Sahmkow3-10/+36
2019-07-14Texture_Cache: Correct Linear Structural Match.Fernando Sahmkow1-3/+6
2019-07-05texture_cache: Address FeedbackFernando Sahmkow1-2/+2
2019-07-05texture_cache: Correct Texture Buffer UploadingFernando Sahmkow1-0/+2
2019-06-30texture_cache: Pack sibling queries inside a methodReinUsesLisp1-6/+8
2019-06-30texture_cache: Use std::vector reservation for sampled_texturesReinUsesLisp1-17/+10
2019-06-30texture_cache: Style changesReinUsesLisp2-8/+4
2019-06-29texture_cache: Use std::array for siblings_tableReinUsesLisp1-10/+13
2019-06-29texture_cache: Address feedbackReinUsesLisp2-11/+12
2019-06-26texture_cache: Correct variable naming.Fernando Sahmkow1-3/+3
2019-06-26texture_cache: Corrections, documentation and assertsFernando Sahmkow1-42/+42
2019-06-26surface_params: Corrections, asserts and documentation.Fernando Sahmkow2-43/+58
2019-06-25copy_params: use constexpr for constructorFernando Sahmkow1-3/+4
2019-06-25texture_cache: Query MemoryManager from the systemFernando Sahmkow1-11/+7
2019-06-24texture_cache: Include "core/core.h"ReinUsesLisp1-4/+1
2019-06-24texture_cache/surface_view: Address feedbackReinUsesLisp1-1/+0
2019-06-24texture_cache/surface_base: Address feedbackReinUsesLisp2-2/+10
2019-06-21texture_cache: Style and CorrectionsFernando Sahmkow3-2/+4
2019-06-21texture_cache: Eliminate linear textures fallthroughFernando Sahmkow1-4/+0
2019-06-21texture_cache: Correct format R16U as siblingFernando Sahmkow2-1/+2
2019-06-21texture_cache: Implement texception detection and texture barriers.Fernando Sahmkow1-5/+32
2019-06-21texture_cache: Corrections to buffers and shadow formats use.Fernando Sahmkow1-10/+34
2019-06-21texture_cache: Implement Irregular Views in surfacesFernando Sahmkow2-4/+24
2019-06-21surface: Correct format S8Z24Fernando Sahmkow1-4/+0
2019-06-21texture_cache: Initialize all siblings to invalid pixel format.Fernando Sahmkow1-6/+15
2019-06-21decoders: correct block calculationFernando Sahmkow1-0/+16
2019-06-21texture_cache: Use siblings textures on Rebuild and fix possible error on blittingFernando Sahmkow1-10/+23
2019-06-21texture_cache: Implement siblings texture formats.Fernando Sahmkow2-12/+31
2019-06-21texture_cache: correct texture buffer on surface paramsFernando Sahmkow1-4/+11
2019-06-21texture_cache: eliminate accelerated depth->color/color->depth copies due to driver instability.Fernando Sahmkow1-8/+1
2019-06-21texture_cache: correct mutex locksFernando Sahmkow1-4/+4
2019-06-21texture_cache: Don't Image Copy if component types differFernando Sahmkow1-1/+2
2019-06-21texture_cache: move some large methods to cpp filesFernando Sahmkow4-139/+135
2019-06-21texture_cache: Optimize GetSurface and use references on functions that don't change a surface.Fernando Sahmkow1-6/+6
2019-06-21texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow1-9/+31
2019-06-21texture_cache uncompress-compress is untopological.Fernando Sahmkow4-14/+48
This makes conflicts between non compress and compress textures to be auto recycled. It also limits the amount of mipmaps a texture can have if it goes above it's limit.
2019-06-21texture_cache: Correct copying between compressed and uncompressed formatsFernando Sahmkow3-10/+27
2019-06-21texture_cache: Only load on recycle with accurate GPU.Fernando Sahmkow1-2/+3
Testing so far has proven this to be quite safe as texture memory read added a 2-5ms load to the current cache.
2019-06-21Fix rebase errorsFernando Sahmkow1-0/+4
2019-06-21texture_cache: Handle uncontinuous surfaces.Fernando Sahmkow3-19/+79
2019-06-21texture_cache: return null surface on invalid addressFernando Sahmkow1-0/+12
2019-06-21texture_cache: Add checks for texture buffers.Fernando Sahmkow1-2/+16
2019-06-21texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow3-20/+49
This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
2019-06-21texture_cache: loose TryReconstructSurface when accurate GPU is not on.Fernando Sahmkow2-3/+19
Also corrects some asserts.
2019-06-21texture_cache: Document the most important methods.Fernando Sahmkow1-8/+87
2019-06-21texture_cache: Try to Reconstruct Surface on bigger than overlap.Fernando Sahmkow1-4/+11
This fixes clouds in SMO Cap Kingdom and lens on Cloud Kingdom. Also moved accurate_gpu setting check to Pick Strategy
2019-06-21texture_cache: Implement Guard mechanismFernando Sahmkow1-1/+8
2019-06-21texture_cache: General FixesFernando Sahmkow4-33/+68
Fixed ASTC mipmaps loading Fixed alignment on openGL upload/download Fixed Block Height Calculation Removed unalign_height
2019-06-21surface_params: Ensure pitch is always written to avoid surface leaksReinUsesLisp1-0/+2
2019-06-21gl_framebuffer_cache: Use a hashed struct to cache framebuffersReinUsesLisp1-1/+1
2019-06-21texture_cache return invalid buffer on deactivated color_maskFernando Sahmkow1-0/+5
2019-06-21surface_params: Optimize CreateForTextureReinUsesLisp1-2/+4
Instead of using Common::AlignUp, use Common::AlignBits to align the texture compression factor.
2019-06-21texture_cache: Add ASync ProtectionsFernando Sahmkow1-0/+10
2019-06-21Remove Framebuffer reconfiguration and restrict rendertarget protectionFernando Sahmkow2-26/+19
2019-06-21texture_cache: Implement GPU Dirty FlagsFernando Sahmkow1-15/+22
2019-06-21texture_cache: Optimize GetMipBlockHeight and GetMipBlockDepthFernando Sahmkow1-13/+6
2019-06-21texture_cache: Implement L1_Inner_cacheFernando Sahmkow1-13/+30
2019-06-21video_core: Use un-shifted block sizes to avoid integer divisionsReinUsesLisp4-24/+28
Instead of storing all block width, height and depths in their shifted form: block_width = 1U << block_shift; Store them like they are provided by the emulated hardware (their block_shift form). This way we can avoid doing the costly Common::AlignUp operation to align texture sizes and drop CPU integer divisions with bitwise logic (defined in Common::AlignBits).
2019-06-21texture_cache: Change internal cache from lists to vectorsReinUsesLisp1-6/+7
2019-06-21Reduce amount of size calculations.Fernando Sahmkow5-86/+85
2019-06-21texture_cache: Correct premature texceptionsFernando Sahmkow2-7/+36
Due to our current infrastructure, it is possible for a mipmap to be set on as a render target before a texception of that mipmap's superset be set afterwards. This is problematic as we rely on texture views to set up texceptions and protecting render targets targets for 3D texture rendering. One simple solution is to configure framebuffers after texture setup but this brings other problems. This solution, forces a reconfiguration of the framebuffers after such event happens.
2019-06-21texture_cache: Implement guest flushingFernando Sahmkow2-8/+25
2019-06-21Fixes to mipmap's process and reconstruct processFernando Sahmkow2-3/+3
2019-06-21surface_base: Add parenthesis to EmplaceOverview's predicateReinUsesLisp1-3/+2
2019-06-21Texture Cache: Implement Blitting and Fermi CopiesFernando Sahmkow1-4/+15
2019-06-21surface_view: Add constructor for ViewParamsReinUsesLisp2-28/+19
2019-06-21surface_base: Split BreakDown into layered and non-layered variantsReinUsesLisp1-45/+48
2019-06-21surface_base: Silence truncation warnings and minor renames and reorderingReinUsesLisp2-32/+37
2019-06-21copy_params: Use constructor instead of C-like initializationReinUsesLisp3-47/+39
2019-06-21Correct Mipmaps View method in Texture CacheFernando Sahmkow1-3/+2
2019-06-21Change texture_cache chaching from GPUAddr to CacheAddrFernando Sahmkow3-78/+59
This also reverses the changes to make invalidation and flushing through the GPU address.
2019-06-21Corrections to Structural MatchingFernando Sahmkow2-24/+53
The texture will now be reconstructed if the width only matches on GoB alignment.
2019-06-21Implement Texture Cache V2Fernando Sahmkow1-88/+366
2019-06-21Correct Surface Base and Views for new Texture CacheFernando Sahmkow7-380/+466
2019-06-21texture_cache: Remove execution context copies from the texture cacheReinUsesLisp4-151/+41
This is done to simplify the OpenGL implementation, it is needed for Vulkan.
2019-06-21texture_cache: Split texture cache into different filesReinUsesLisp8-0/+1364