Commit graph

67 commits

Author SHA1 Message Date
ameerj
2a0dbf9b79 buffer_cache: Simplify uniform disabling logic 2021-06-01 13:26:58 -04:00
ReinUsesLisp
2dfce2fca6 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
d25b097e84 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
e71d8eef5e rasterizer_interface: Make use of [[nodiscard]] where applicable 2020-11-17 07:19:13 -05:00
ReinUsesLisp
8efb2c5537 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
ReinUsesLisp
8835d40024 {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
2020-04-28 02:18:12 -03:00
Fernando Sahmkow
ea522da8b5 Address Feedback. 2020-04-22 11:36:24 -04:00
Fernando Sahmkow
af9f901764 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow
6092308fe4 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
Fernando Sahmkow
e7195b5f87 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
802fabe3ab OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
c689dc6804 GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow
5cc292ac3c GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
ReinUsesLisp
1f4e8db223 yuzu/loading_screen: Remove unused shader progress mode 2020-03-09 18:40:53 -03:00
ReinUsesLisp
005f5ca883 video_core: Reintroduce dirty flags infrastructure 2020-02-28 17:56:41 -03:00
bunnei
5c5b6cf721 Merge pull request #3414 from ReinUsesLisp/maxwell-3d-draw
maxwell_3d: Unify draw methods
2020-02-19 16:13:50 -05:00
ReinUsesLisp
518a6182f9 maxwell_3d: Unify draw methods
Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
2020-02-14 18:09:40 -03:00
ReinUsesLisp
d8a42816d7 gl_query_cache: Optimize query cache
Use a custom cache instead of relying on a ranged cache.
2020-02-14 17:38:27 -03:00
ReinUsesLisp
339a227a5e gl_query_cache: Implement host queries using a deferred cache
Instead of waiting immediately for executed commands, defer the query
until the guest CPU reads it. This way we get closer to what the guest
program is doing.

To archive this we have to build a dependency queue, because host APIs
(like OpenGL and Vulkan) use ranged queries instead of counters like
NVN.

Waiting for queries implicitly uses fences and this requires a command
being queued, otherwise the driver will lock waiting until a timeout. To
fix this when there are no commands queued, we explicitly call glFlush.
2020-02-14 17:33:13 -03:00
ReinUsesLisp
11206f8a28 maxwell_3d: Slow implementation of passed samples (query 21)
Implements GL_SAMPLES_PASSED by waiting immediately for queries.
2020-02-14 17:27:17 -03:00
Fernando Sahmkow
c0c5fa078b Shader_IR: Address Feedback 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
5fb7881077 Shader_IR: Allow constant access of guest driver. 2020-01-24 16:43:30 -04:00
Fernando Sahmkow
e9f3264c8d GPU: Implement guest driver profile and deduce texture handler sizes. 2020-01-24 16:43:29 -04:00
Fernando Sahmkow
d53d764965 Maxwell3D: Corrections and refactors to MME instance refactor 2019-09-22 07:23:13 -04:00
Fernando Sahmkow
ab61f800b6 Rasterizer: Refactor and simplify DrawBatch Interface. 2019-09-19 11:41:33 -04:00
Fernando Sahmkow
2b5f0e2616 Rasterizer: Refactor draw calls, remove deadcode and clean up. 2019-09-19 11:41:31 -04:00
Fernando Sahmkow
b61203a547 Video Core: initial Implementation of InstanceDraw Packaging 2019-09-19 11:41:27 -04:00
Rodrigo Locatti
598157a8c9 video_core: Silent miscellaneous warnings (#2820)
* 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
2019-08-30 14:08:00 -04:00
Fernando Sahmkow
e82d641357 GPU: Flush commands on every dma pusher step.
This commit ensures that the host gpu is constantly fed with commands to
work with, while the guest gpu keeps producing the rest of the commands.
This reduces syncing time between host and guest gpu.
2019-07-26 16:54:22 -04:00
ReinUsesLisp
37a3fdc6c6 gl_rasterizer: Implement compute shaders 2019-07-15 17:38:25 -03:00
ReinUsesLisp
32b4a2e093 gl_buffer_cache: Implement with generic buffer cache 2019-07-06 00:37:55 -03:00
Fernando Sahmkow
10e30eb735 texture_cache: Query MemoryManager from the system 2019-06-25 17:26:00 -04:00
Fernando Sahmkow
bc8f3d4964 texture_cache: Fermi2D reform and implement View Mirage
This also does some fixes on compressed textures reinterpret and on the
Fermi2D engine in general.
2019-06-20 21:38:33 -03:00
Fernando Sahmkow
27e8636b3e Change texture_cache chaching from GPUAddr to CacheAddr
This also reverses the changes to make invalidation and flushing through
the GPU address.
2019-06-20 21:36:12 -03:00
Fernando Sahmkow
e8ac8ab2f5 Deglobalize Memory Manager on texture cahe and Implement Invalidation and Flushing using GPUVAddr 2019-06-20 21:36:11 -03:00
bunnei
fa405371ee gpu: Rewrite virtual memory manager using PageTable. 2019-03-20 22:36:02 -04:00
bunnei
7fccfc3ee7 gpu: Use host address for caching instead of guest address. 2019-03-14 22:34:42 -04:00
Lioncash
e59ae7210a common/math_util: Move contents into the Common namespace
These types are within the common library, so they should be within the
Common namespace.
2019-02-27 03:38:39 -05:00
bunnei
4e28975608 gl_rasterizer: Implement a more accurate fermi 2D copy.
- This is a blit, use the blit registers.
2019-02-06 21:54:21 -05:00
ReinUsesLisp
f1e717fbee gl_shader_cache: Link loading screen with disk shader cache load 2019-02-06 22:23:40 -03:00
ReinUsesLisp
5bed286abf rasterizer_interface: Add disk cache entry for the rasterizer 2019-02-06 22:20:57 -03:00
ReinUsesLisp
14098c39af rasterizer_interface: Remove unused AccelerateFill operation 2019-02-01 03:02:22 -03:00
James Rowe
059ece9d03 Rename step 1 and step 2 to be a little more descriptive 2019-01-20 18:40:25 -07:00
James Rowe
a923e54655 QT: Upgrade the Loading Bar to look much better 2019-01-20 14:47:35 -07:00
bunnei
6a6aa35a70 gl_rasterizer: Add rasterizer cache code to handle accerated fermi copies. 2018-10-06 03:20:04 -04:00
Markus Wick
f84b102dfb rasterizer: Drop unused handler.
This virtual function is called in a very hot spot, and it does nothing.

If this kind of feature is required, please be more specific and add callbacks
in the switch statement within Maxwell3D::WriteReg. There is no point in having
another switch statement within the rasterizer.
2018-09-10 22:03:10 +02:00
bunnei
d190b46a38 gl_renderer: Cache textures, framebuffers, and shaders based on CPU address. 2018-08-31 13:07:27 -04:00
bunnei
3a96e40e8a gl_rasterizer: Fix issues with the rasterizer cache.
- Use a single cached page map.
- Fix calculation of ending page.
2018-08-31 13:07:27 -04:00
Lioncash
03cb9b116d rasterizer_interface: Remove ScreenInfo from AccelerateDraw()'s signature
This is an OpenGL renderer-specific data type. Given that, this type
shouldn't be used within the base interface for the rasterizer. Instead,
we can pass this information to the rasterizer via reference.
2018-08-20 19:43:05 -04:00
Subv
fd4699c84f GPU: Bind and clear the render target when the CLEAR_BUFFERS register is written to. 2018-07-03 16:56:44 -05:00