Commit graph

243 commits

Author SHA1 Message Date
Lioncash
d7ec031419 engines: Remove unnecessary casts
In a few cases we have some casts that can be trivially removed.
2022-11-29 08:38:46 -05:00
liamwhite
3e53d8138c
Merge pull request #9288 from vonchenplus/deferred_draw
video_core: Fine tune maxwell drawing trigger mechanism
2022-11-26 09:35:45 -05:00
Fernando Sahmkow
3b582d5fb2 GPU: Fix buffer cache issue, engine upload not inlining memory in multiline and pessismistic invalidation. 2022-11-24 20:57:16 +01:00
FengChen
1d57851fc7 video_core: Optimize maxwell drawing trigger mechanism 2022-11-22 17:53:26 +08:00
Liam
4c42655a2d maxwell3d: full HLE for multi-layer clears 2022-11-17 08:31:43 -05:00
Kelebek1
33ea0fdfe8 Fix regs regression with OpenGL two-sided stencil, and re-add data invalidation reg 2022-11-11 04:04:36 +00:00
FengChen
b42b894785 video_core: Fix drawing trigger mechanism regression 2022-10-31 21:57:38 +08:00
FengChen
f6e7cae62c video_core: Fix drawing trigger mechanism regression 2022-10-27 13:26:52 +08:00
liamwhite
fa913a702f
Merge pull request #9112 from vonchenplus/deferred_draw
video_core: Reimplementing the maxwell drawing trigger mechanism
2022-10-25 09:42:59 -04:00
Fernando S
0860fffd78
Merge pull request #9095 from FernandoS27/meat-good-vegetable-bad
Maxwell3D/Puller: Fix regressions and syncing issues.
2022-10-22 13:06:03 +02:00
FengChen
2f90694797 video_core: Implement maxwell inline_index method 2022-10-22 16:58:23 +08:00
FengChen
1f54cd4ac7 video_coare: Reimplementing the maxwell drawing trigger mechanism 2022-10-21 17:09:22 +08:00
Fernando Sahmkow
3cb4498142 Maxwell3D/Puller: Fix regressions and syncing issues. 2022-10-19 06:21:51 +02:00
Kelebek1
4496030ea9 Fix stencil func registers, make clip control equivalent to how it was before, but surely wrong. 2022-10-10 20:59:57 +01:00
Kelebek1
752659aef3 Update 3D regs 2022-10-07 14:13:45 +01:00
Fernando Sahmkow
a9ca39f859 NVDRV: Further improvements. 2022-10-06 21:00:53 +02:00
bunnei
f5fd6b5c86 DMA & InlineToMemory Engines Rework. 2022-10-06 21:00:53 +02:00
Fernando Sahmkow
b2099fbdcc Maxwell3D: Add small_index_2 2022-10-06 21:00:53 +02:00
Fernando Sahmkow
bc8b3d225e VideoCore: Refactor fencing system. 2022-10-06 21:00:52 +02:00
Billy Laws
ea89cf8639 Maxwell3D: Fix 3D semaphore counter type 0 handling
Counter type 0 actually releases the semaphore payload rather than a constant zero as was previously thought. This is required by Skyrim.
2022-06-02 21:46:38 +01:00
Liam
e158951695 video_core/macro: clear code on upload address assignment 2022-05-10 17:07:21 -04:00
Morph
99ceb03a1c general: Convert source file copyright comments over to SPDX
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.
2022-04-23 05:55:32 -04:00
Liam
a24e7ba61b maxwell3d: add small_index_2 register 2022-04-14 09:57:06 -04:00
Fernando S
c3c351e2c2
Merge pull request #8023 from ameerj/kirby-pop-in
maxwell_3d: Implement a safer CB data upload
2022-03-16 12:14:08 +01:00
ameerj
5119a57614 maxwell_3d: Implement a safer CB data upload
This makes constant buffer uploads safer and more accurate by updating the GPU memory as soon as the CB Data method is invoked. The previous implementation was deferring the updates until a different maxwell 3d method was detected, then writing all CB data at once.
2022-03-14 19:18:36 -04:00
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364c67e49b Maxwell3D: restore original topology when topology overrides are disabled 2022-03-14 11:00:08 -04:00
Liam
37aa472269 Maxwell3D: Use override constants from nouveau
This fixes some incorrect rendering in Sunshine
2022-03-14 10:11:58 -04:00
Liam
56c646d82c Maxwell3D: Restrict topology override effect to after the register is set 2022-03-11 19:42:12 -05:00
Liam
70e632f153 Maxwell3D: mark index buffers as dirty after updating counts 2022-03-11 08:51:22 -05:00
Liam
f1521183f8 Maxwell3D: read small-index draw and primitive topology override registers
This allows Galaxy and Sunshine to render for the first time.
2022-03-10 19:21:04 -05:00
Fernando Sahmkow
4258d515e6 Rasterizer: Implement Inline2Memory Acceleration. 2022-01-29 22:53:27 +01:00
Lioncash
a05d9405b9 video_core/macro: Remove unused parameter from Execute()
Simplifies the function interface.
2022-01-25 13:41:38 -05:00
ReinUsesLisp
395bed3a0a shader: Unify shader stage types 2021-07-22 21:51:39 -04:00
ReinUsesLisp
c67d64365a shader: Remove old shader management 2021-07-22 21:51:22 -04:00
ameerj
859ba21f6d buffer_cache: Simplify uniform disabling logic 2021-06-01 13:26:58 -04:00
ReinUsesLisp
82c2601555 video_core: Reimplement the buffer cache
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.
2021-02-13 02:17:22 -03:00
ReinUsesLisp
75ccd9959c gpu: Report renderer errors with exceptions
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.
2021-02-13 02:16:19 -03:00
ReinUsesLisp
80a673a27f maxwell_3d: Silence array bounds warnings 2021-01-24 04:31:41 -03:00
ReinUsesLisp
9764c13d6d video_core: Rewrite the texture cache
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.
2020-12-30 03:38:50 -03:00
Lioncash
4c5f5c9bf3 video_core: Remove unnecessary enum class casting in logging messages
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.
2020-12-07 00:41:50 -05:00
ReinUsesLisp
622830f4e1 maxwell_3d: Use insert instead of loop push_back
This reduces the overhead of bounds checking on each element.
It won't reduce the cost of allocation because usually this vector's
capacity is usually large enough to hold whatever we push to it.
2020-11-11 19:52:19 -03:00
ReinUsesLisp
9ea8cffe35 maxwell_3d: Move code to separate functions
Deduplicate some code and put it in separate functions so it's easier to
understand and profile.
2020-11-11 19:52:19 -03:00
Lioncash
ff45c39578 General: Make use of std::nullopt where applicable
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.
2020-09-22 17:32:33 -04:00
ReinUsesLisp
da53bcee60 video_core: Initialize renderer with a GPU
Add an extra step in GPU initialization to be able to initialize render
backends with a valid GPU instance.
2020-08-22 01:51:45 -03:00
David Marcec
6ce5f3120b Macro HLE support 2020-06-24 12:09:01 +10:00
bunnei
c2ea1e1bcb
Merge pull request #4049 from ReinUsesLisp/separate-samplers
shader/texture: Join separate image and sampler pairs offline
2020-06-13 13:48:27 -04:00
ReinUsesLisp
5b2b6d594c shader/texture: Join separate image and sampler pairs offline
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.

One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.

The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.

This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.

This invalidates OpenGL's disk shader cache :)

- Used mostly by D3D ports to Switch
2020-06-05 00:24:51 -03:00
bunnei
34d4abc4f9
Merge pull request #4009 from ogniK5377/macro-jit-prod
video_core: Implement Macro JIT
2020-06-04 11:40:52 -04:00
David Marcec
eca3d16e54 Default init labels and use initializer list for macro engine 2020-06-04 22:23:07 +10:00
David Marcec
411f5527d4 Mark parameters as const 2020-06-03 16:33:38 +10:00