| Commit message (Collapse) | Author | Files | Lines |
|
|
|
Fixes rainbow textures on BOTW.
|
|
|
|
|
|
Silences validation errors when creating sRGB image views of linear swapchain images
|
|
Silences validation errors when shaders use int8 without specifying its support to the API
|
|
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.
|
|
|
|
|
|
Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
|
|
|
|
Useful for mobile and Intel Xe devices.
|
|
~51% faster on Nvidia compared to previous method.
|
|
Reduces the number of total pipelines generated on Vulkan.
Tested on Super Smash Bros. Ultimate.
|
|
|
|
Add support for Polaris AMD devices.
|
|
Intel devices pre-Xe don't support this.
|
|
Add Intel Xe support.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Match the style in the file.
|
|
|
|
|
|
We are already using robustness2 features without requiring it
explicitly, causing potential crashes on drivers without the extension.
Requiring this at boot allows better diagnostics for it and formalizes
our usage on the extension.
|
|
|
|
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
|
|
Fix Vulkan initialization on ANV.
|
|
|
|
|
|
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.
|
|
For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.
Add missing documentation.
|
|
VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
|
|
The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
|
|
Allows sharing Vulkan wrapper code between different rendering backends.
|
|
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.
|
|
Enable the required capabilities to use Vulkan 1.0 without validation
errors and disable those that are not compatible with it.
|
|
|
|
|
|
This stops shaders from failing to build when the exceed host's shared
memory size limit. An error is logged.
|
|
|
|
This should fix grass interactions on Breath of the Wild on Vulkan.
It is currently untested against validation layers.
Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for
now.
|
|
|
|
All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.
This fixes a crash when trying to map to host device local memory on
integrated devices.
|
|
Adds optional support for Nsight Aftermath. It is enabled through
ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided
by the environment variable NSIGHT_AFTERMATH_SDK.
Nsight Aftermath allows an application to generate "minidumps" of the
GPU state when a device loss happens. By analysing these on Nsight we
can know what a game was doing and why it triggered a device loss.
The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this
directory is deleted every time a new instance is initialized with
Nsight enabled.
To enable it on yuzu there has a to be a driver and device capable of
running Nsight Aftermath on Vulkan. That means only Turing based GPUs
on the latest stable driver, beta drivers won't work for now.
It is manually enabled in Configuration>Debug>Enable Graphics Debugging
because when using all debugging capabilities there is a runtime cost.
|
|
|
|
|
|
Create Vulkan instances and surfaces from the Vulkan backend.
|
|
|
|
|
|
|
|
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan
queue and then query it even after a device loss. This allows us to push
the current pipeline object and see what was the call that killed the
device.
|
|
- Setup more features and requirements.
- Improve logging for missing features.
- Collect telemetry parameters.
- Add queries for more image formats.
- Query push constants limits.
- Optionally enable some extensions.
|
|
* Increase minimum Vulkan requirements
* Require VK_EXT_vertex_attribute_divisor
* Require depthClamp, samplerAnisotropy and largePoints features
* Search and expose VK_KHR_uniform_buffer_standard_layout
* Search and expose VK_EXT_index_type_uint8
* Search and expose native float16 arithmetics
* Track current driver with VK_KHR_driver_properties
* Query and expose SSBO alignment
* Query more image formats
* Improve logging overall
* Minor style changes
* Minor rephrasing of commentaries
|
|
Keeps track of native ASTC support, VK_EXT_scalar_block_layout
availability and SSBO range.
Check for independentBlend and vertexPipelineStorageAndAtomics as a
required feature. Always enable it.
Use vk::to_string format to log Vulkan enums.
Style changes.
|
|
VKDevice contains all the data required to manage and initialize a
physical device. Its intention is to be passed across Vulkan objects to
query device-specific data (for example the logical device and the
dispatch loader).
|