Commit graph

3736 commits

Author SHA1 Message Date
ReinUsesLisp
96638f57c9 shader/memory: Implement LDL.S16 and LDS.S16 2020-01-25 03:15:55 -03:00
bunnei
dfd998216c
Merge pull request #3344 from ReinUsesLisp/vk-botw
vk_shader_decompiler: Disable default values on unwritten render targets
2020-01-24 17:31:55 -05:00
Fernando Sahmkow
806f569143 Shader_IR: Change name of TrackSampler function so it does not confuse with the type. 2020-01-24 16:44:48 -04:00
Fernando Sahmkow
3919b7b8a9 Shader_IR: Corrections, styling and extras. 2020-01-24 16:44:48 -04:00
Fernando Sahmkow
37b8504faa Shader_IR: Correct Custom Variable assignment. 2020-01-24 16:44:47 -04:00
Fernando Sahmkow
7c530e0666 Shader_IR: Propagate bindless index into the GL compiler. 2020-01-24 16:44:47 -04:00
Fernando Sahmkow
3c34678627 Shader_IR: Implement Injectable Custom Variables to the IR. 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
2b02f29a2d GL Backend: Introduce indexed samplers into the GL backend 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
037ea431ce Shader_IR: deduce size of indexed samplers 2020-01-24 16:43:31 -04:00
Fernando Sahmkow
f4603d23c5 Shader_IR: Setup Indexed Samplers on the IR 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
603c861532 Shader_IR: Implement initial code for tracking indexed samplers. 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
64496f2456 Shader_IR: Address Feedback 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
b97608ca64 Shader_IR: Allow constant access of guest driver. 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
dc5cfa8d28 Shader_IR: Address Feedback 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
74aa7de5e3 Guest_driver: Correct compiling errors in GCC. 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
1e4b6bef6f Shader_IR: Store Bound buffer on Shader Usage 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
c921e496eb GPU: Implement guest driver profile and deduce texture handler sizes. 2020-01-24 16:43:29 -04:00
bunnei
a104b985a8
Merge pull request #3273 from FernandoS27/txd-array
Shader_IR: Implement TXD Array.
2020-01-24 14:02:40 -05:00
ReinUsesLisp
1690f1adba vk_shader_decompiler: Disable default values on unwritten render targets
Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
2020-01-24 01:16:21 -03:00
ReinUsesLisp
3ce28342a2 gl_shader_cache: Disable fastmath on Nvidia 2020-01-21 19:08:08 -03:00
Fernando Sahmkow
79e0991d9b
Merge pull request #3330 from ReinUsesLisp/vk-blit-screen
vk_blit_screen: Initial implementation
2020-01-20 22:32:16 -04:00
ReinUsesLisp
a665581684 vk_blit_screen: Address feedback 2020-01-20 18:43:11 -03:00
bunnei
69b44392a7
Merge pull request #3328 from ReinUsesLisp/vulkan-atoms
vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
2020-01-20 00:01:52 -05:00
bunnei
5a077c95ce
Merge pull request #3322 from ReinUsesLisp/vk-front-face
vk_graphics_pipeline: Set front facing properly
2020-01-19 23:22:34 -05:00
ReinUsesLisp
f5dfe68a94 vk_blit_screen: Initial implementation
This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
2020-01-19 21:12:43 -03:00
bunnei
41373d212e
Merge pull request #3313 from ReinUsesLisp/vk-rasterizer
vk_rasterizer: Implement Vulkan's rasterizer
2020-01-19 18:09:01 -05:00
ReinUsesLisp
b2c976ad0e vk_shader_decompiler: Implement UAtomicAdd (ATOMS) on SPIR-V
Also updates sirit to include atomic instructions.
2020-01-19 16:40:31 -03:00
Fernando Sahmkow
51c8aea979
Merge pull request #3317 from ReinUsesLisp/gl-decomp-cc-decomp
gl_shader_decompiler: Fix decompilation of condition codes
2020-01-18 19:56:55 -04:00
ReinUsesLisp
d110a371bb gl_state: Use bool instead of GLboolean
This fixes template resolution considering GLboolean an integer instead
of a bool.
2020-01-18 19:10:34 -03:00
ReinUsesLisp
94915d4ea1 vk_graphics_pipeline: Set front facing properly
Front face was being forced to a certain value when cull face is
disabled. Set a default value on initialization and drop the forcefully
set front facing value with culling disabled.
2020-01-18 18:50:47 -03:00
bunnei
9bf4850f74
Merge pull request #3305 from ReinUsesLisp/point-size-program
gl_state: Implement PROGRAM_POINT_SIZE
2020-01-18 01:56:32 -05:00
bunnei
15163edaaa
Merge pull request #3312 from ReinUsesLisp/atoms-u32
shader/memory: Implement ATOMS.ADD.U32
2020-01-18 00:54:07 -05:00
ReinUsesLisp
09b1d762d7 vk_rasterizer: Address feedback 2020-01-17 21:40:01 -03:00
ReinUsesLisp
f34e519da3 gl_shader_decompiler: Fix decompilation of condition codes
Use Visit instead of reimplementing it. Fixes unimplemented negations
for condition codes.
2020-01-17 21:23:01 -03:00
bunnei
48863afb65
Merge pull request #3306 from ReinUsesLisp/gl-texture
gl_texture_cache: Minor fixes and style changes
2020-01-17 15:44:02 -05:00
bunnei
657b3a366e
Merge pull request #3311 from ReinUsesLisp/z32fx24s8
format_lookup_table: Fix ZF32_X24S8 component types
2020-01-17 08:22:32 -05:00
ReinUsesLisp
fe5356d223 vk_rasterizer: Implement Vulkan's rasterizer
This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
2020-01-16 23:05:15 -03:00
ReinUsesLisp
38e789c761 renderer_vulkan: Add header as placeholder 2020-01-16 22:54:15 -03:00
bunnei
e041f33569
Merge pull request #3300 from ReinUsesLisp/vk-texture-cache
vk_texture_cache: Implement generic texture cache on Vulkan
2020-01-16 19:19:26 -05:00
ReinUsesLisp
f09cd52980 vk_texture_cache: Address feedback 2020-01-16 18:23:10 -03:00
ReinUsesLisp
63ba41a26d shader/memory: Implement ATOMS.ADD.U32 2020-01-16 17:30:55 -03:00
ReinUsesLisp
0caab54b5d format_lookup_table: Fix ZF32_X24S8 component types
Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
2020-01-16 17:29:13 -03:00
Rodrigo Locatti
82e1285c1e
vk_texture_cache: Fix typo in commentary
Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
2020-01-16 16:59:46 -03:00
bunnei
30faf6a964
Merge pull request #3308 from lioncash/private
maxwell_3d: Make dirty_pointers private
2020-01-16 13:26:35 -05:00
bunnei
d23869811d
Merge pull request #3304 from lioncash/fwd-decl
renderer_opengl/utils: Forward declare private structs
2020-01-16 11:21:18 -05:00
Lioncash
9e874898f5 maxwell_3d: Make dirty_pointers private
This isn't used outside of the class itself, so we can make it private
for the time being.
2020-01-16 04:07:15 -05:00
ReinUsesLisp
c375d735e6 gl_state: Implement PROGRAM_POINT_SIZE
For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
2020-01-15 16:14:17 -03:00
Lioncash
7af56dfa76 renderer_opengl/utils: Remove unused header inclusions
Nothing from these headers are used, so they can be removed.
2020-01-15 06:31:23 -05:00
Lioncash
06d30fbcca renderer_opengl/utils: Forward declare private structs
Keeps the definitions hidden and allows changes to the structs without
needing to recompile all users of classes containing said structs.
2020-01-15 06:30:01 -05:00
ReinUsesLisp
66a1c777c9 gl_texture_cache: Use local variables to simplify DownloadTexture 2020-01-14 17:39:48 -03:00
ReinUsesLisp
cdb00546f0 gl_texture_cache: Fix format for RGBX16F 2020-01-14 17:38:33 -03:00
ReinUsesLisp
2d09467f6f gl_texture_cache: Use Snorm internal format for RG8S 2020-01-14 17:37:58 -03:00
ReinUsesLisp
02624c35ec gl_texture_cache: Use Snorm internal format for ABGR8S 2020-01-14 17:37:23 -03:00
Rodrigo Locatti
64cd46579b
Merge pull request #3303 from lioncash/reorder
control_flow: Silence -Wreorder warning for CFGRebuildState
2020-01-14 16:15:18 -03:00
Lioncash
a1eee1749e control_flow: Silence -Wreorder warning for CFGRebuildState
Organizes the initializer list in the same order that the variables
would actually be initialized in.
2020-01-14 13:28:48 -05:00
Lioncash
f10ea944e0 gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constant
Given this isn't used, this can be removed entirely.
2020-01-14 13:16:52 -05:00
Lioncash
4cd5ad90f3 gl_shader_cache: std::move entries in CachedShader constructor
Avoids several reallocations of std::vector instances where applicable.
2020-01-14 13:14:16 -05:00
Lioncash
15a6840e7a gl_shader_cache: Remove unused entries variable in BuildShader()
Eliminates a few unnecessary constructions of std::vectors.
2020-01-14 13:11:49 -05:00
bunnei
55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
bunnei
15788ffcde
Merge pull request #3288 from ReinUsesLisp/uncurse-aoffi
shader_ir/texture: Simplify AOFFI code
2020-01-13 23:52:12 -05:00
bunnei
6985eea519
Merge pull request #3290 from ReinUsesLisp/gl-clamp
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
2020-01-13 19:16:06 -05:00
ReinUsesLisp
09e17fbb0f vk_texture_cache: Implement generic texture cache on Vulkan
It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
2020-01-13 20:37:50 -03:00
ReinUsesLisp
2b2712fa95 texture_cache/surface_params: Make GetNumLayers public 2020-01-13 20:35:43 -03:00
Rodrigo Locatti
b1138e5ea1
vk_compute_pass: Address feedback
Comment hardcoded SPIR-V modules.
2020-01-10 22:46:34 -03:00
ReinUsesLisp
3d46709b7f maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
2020-01-10 17:12:50 -03:00
ReinUsesLisp
13021b534c shader_ir/texture: Simplify AOFFI code 2020-01-09 03:50:37 -03:00
ReinUsesLisp
e2a2a556b9 shader_ir/memory: Implement u16 and u8 for STG and LDG
Using the same technique we used for u8 on LDG, implement u16.

In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
ReinUsesLisp
908e085d02 vk_compute_pass: Add compute passes to emulate missing Vulkan features
This currently only supports quad arrays and u8 indices.

In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.

The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
2020-01-08 19:24:26 -03:00
ReinUsesLisp
82a64da077 vk_shader_util: Add helper to build SPIR-V shaders 2020-01-08 19:22:20 -03:00
ReinUsesLisp
6888d776ff vk_pipeline_cache: Initial implementation
Given a pipeline key, this cache returns a pipeline abstraction (for
graphics or compute).
2020-01-06 22:02:26 -03:00
ReinUsesLisp
2effdeb924 vk_graphics_pipeline: Initial implementation
This abstractio represents the state of the 3D engine at a given draw.
Instead of changing individual bits of the pipeline how it's done in
APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put
everything together into a single, immutable object.

It takes advantage of the few dynamic states Vulkan offers.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
dc96a59fa0 vk_compute_pipeline: Initial implementation
This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
b392a5986e vk_pipeline_cache: Add file and define descriptor update template filler
This function allows us to share code between compute and graphics
pipelines compilation.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
3142f1b597 fixed_pipeline_state: Add depth clamp 2020-01-06 22:02:26 -03:00
ReinUsesLisp
9c548146ca vk_rasterizer: Add placeholder 2020-01-06 22:02:26 -03:00
bunnei
5be00cba15
Merge pull request #3276 from ReinUsesLisp/pipeline-reqs
vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
2020-01-06 17:03:34 -05:00
ReinUsesLisp
5aeff9aff5 vk_renderpass_cache: Initial implementation
The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
322d6a0311 vk_update_descriptor: Initial implementation
The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
5b01f80a12 vk_stream_buffer/vk_buffer_cache: Avoid halting and use generic cache
The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).

To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.

On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
ceb851b590 vk_memory_manager: Misc changes
* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.

* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.

* Improve messages on exceptional situations.

* Fix typos "requeriments" -> "requirements".

* Small style changes.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
85bb6a6f08 vk_buffer_cache: Temporarily remove buffer cache
This is intended for a follow up commit to avoid circular dependencies.
2020-01-06 17:58:46 -03:00
bunnei
89fc75d769
Merge pull request #3257 from degasus/no_busy_loops
video_core: Block in WaitFence.
2020-01-06 00:09:57 -05:00
Fernando Sahmkow
56e450a3f7
Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
bunnei
cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
Fernando Sahmkow
3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
Fernando Sahmkow
a1667a7b46 Shader_IR: Implement TXD Array.
This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
Rodrigo Locatti
6e347d8d1b
Update src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03 17:34:30 -03:00
ReinUsesLisp
0d6d8129c4 yuzu: Remove Maxwell debugger
This was carried from Citra and wasn't really used on yuzu. It also adds
some runtime overhead. This commit removes it from yuzu's codebase.
2020-01-02 23:09:44 -03:00
bunnei
ae0e481677
Merge pull request #3243 from ReinUsesLisp/topologies
maxwell_to_gl: Implement missing primitive topologies
2020-01-01 20:33:33 -05:00
ReinUsesLisp
1fe7df4517 vk_descriptor_pool: Initial implementation
Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.

If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
2020-01-01 16:44:06 -03:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow
b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
Fernando Sahmkow
7bd447355f
Merge pull request #3248 from ReinUsesLisp/vk-image
vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
Rodrigo Locatti
4cbb363d3f
vk_image: Avoid unnecesary equals 2019-12-30 13:28:23 -03:00
Fernando Sahmkow
287d5921cf
Merge pull request #3249 from ReinUsesLisp/vk-staging-buffer-pool
vk_staging_buffer_pool: Add a staging pool for temporary operations
2019-12-30 12:25:59 -04:00
Markus Wick
cb9dd01ffd video_core: Block in WaitFence.
This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.

This might also increase the performance as the other cores might be allowed to clock higher.
2019-12-30 13:04:53 +01:00
Rodrigo Locatti
f2c61bbe13
vk_staging_buffer_pool: Initialize last epoch to zero 2019-12-29 19:19:43 -03:00
Fernando Sahmkow
f846e3d6d0
Merge pull request #3250 from ReinUsesLisp/empty-fragment
gl_rasterizer: Allow rendering without fragment shader
2019-12-28 14:33:53 -04:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
ReinUsesLisp
5b989f189f
gl_rasterizer: Allow rendering without fragment shader
Rendering without a fragment shader is usually used in depth-only
passes.
2019-12-26 16:38:49 -03:00