Commit graph

203 commits

Author SHA1 Message Date
David Marcec
4686c15c03 Add xbyak external 2020-05-30 10:55:27 +10:00
ReinUsesLisp
f8678b635a map_interval: Add interval allocator and drop hack
Drop the std::list hack to allocate memory indefinitely.

Instead use a custom allocator that keeps references valid until
destruction. This allocates fixed chunks of memory and puts pointers in
a free list. When an allocation is no longer used put it back to the
free list, this doesn't heap allocate because std::vector doesn't change
the capacity. If the free list is empty, allocate a new chunk.
2020-05-21 16:44:00 -03:00
bunnei
a1d3586e60 Merge pull request #3815 from FernandoS27/command-list-2
GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
2020-05-05 17:12:42 -04:00
Fernando Sahmkow
9f9e662f1f Clang Format and Documentation. 2020-04-28 14:02:51 -04:00
ReinUsesLisp
9b433b2467 shader/memory_util: Deduplicate code
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.

While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
2020-04-26 01:38:51 -03:00
bunnei
c916ad62e7 Merge pull request #3677 from FernandoS27/better-sync
Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22 22:09:38 -04:00
ReinUsesLisp
0b9454849d vk_fence_manager: Initial implementation 2020-04-22 11:36:19 -04:00
Fernando Sahmkow
be8742e286 GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00
ReinUsesLisp
c4dc51f168 renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
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.
2020-04-14 00:39:21 -03:00
ReinUsesLisp
40ef0d3b28 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
ReinUsesLisp
8a031dc233 video_core/texture: Use a LUT to convert sRGB texture borders
This is a reversed look up table extracted from
https://gist.github.com/rygorous/2203834#file-gistfile1-cpp-L41-L62

that is used in
04d4e9e587/source/maxwell/tsc_generate.cpp (L38)

Games usually bind 0xFD expecting a float texture border of 1.0f.
The conversion previous to this commit was multiplying the uint8 sRGB
texture border color by 255. This is close to 1.0f but when that
difference matters, some graphical glitches appear.

This look up table is manually changed in the edges, clamping towards
0.0f and 1.0f.

While we are at it, move this logic to its own translation unit.
2020-04-07 20:38:14 -03:00
ReinUsesLisp
a12fd8f995 renderer_vulkan/wrapper: Add ToString function for VkResult 2020-03-27 03:21:03 -03:00
ReinUsesLisp
2cad825ec7 renderer_vulkan/wrapper: Add Vulakn wrapper and a span helper
The intention behind a Vulkan wrapper is to drop Vulkan-Hpp.

The issues with Vulkan-Hpp are:
- Regular breaks of the API.
- Copy constructors that do the same as the aggregates (fixed recently)
- External dynamic dispatch that is hard to remove
- Alias KHR handles with non-KHR handles making it impossible to use
smart handles on Vulkan 1.0 instances with extensions that were included
on Vulkan 1.1.
- Dynamic dispatchers silently change size depending on preprocessor
definitions. Different files will have different dispatch definitions,
generating all kinds of hard to debug memory issues.

In other words, Vulkan-Hpp is not "production ready" for our needs and
this wrapper aims to replace it without losing RAII and exception
safety.
2020-03-27 03:13:18 -03:00
ReinUsesLisp
cb05500d6c shader/transform_feedback: Add host API friendly TFB builder 2020-03-13 18:33:04 -03:00
ReinUsesLisp
99be31c902 video_core: Rename "const buffer locker" to "registry" 2020-03-09 18:40:06 -03:00
ReinUsesLisp
8021ee48a3 gl_shader_cache: Rework shader cache and remove post-specializations
Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
2020-03-09 18:40:06 -03:00
ReinUsesLisp
3de883d37b dirty_flags: Deduplicate code between OpenGL and Vulkan 2020-02-28 17:56:43 -03:00
ReinUsesLisp
69db1cd1f9 vk_state_tracker: Initial implementation
Add support for render targets and viewports.
2020-02-28 17:56:43 -03:00
ReinUsesLisp
005f5ca883 video_core: Reintroduce dirty flags infrastructure 2020-02-28 17:56:41 -03:00
ReinUsesLisp
02ae826edd gl_state: Remove completely 2020-02-28 17:56:35 -03:00
ReinUsesLisp
c2d3732176 gl_rasterizer: Remove dirty flags 2020-02-28 16:39:27 -03:00
ReinUsesLisp
aaf68dc10b vk_query_cache: Implement generic query cache on Vulkan 2020-02-14 17:38:27 -03:00
ReinUsesLisp
1b2a6980f5 query_cache: Abstract OpenGL implementation
Abstract the current OpenGL implementation into the VideoCommon
namespace and reimplement it on top of that. Doing this avoids repeating
code and logic in the Vulkan implementation.
2020-02-14 17:38:27 -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
bunnei
d02c1c1f75 Merge pull request #3337 from ReinUsesLisp/vulkan-staged
yuzu: Implement Vulkan frontend
2020-02-03 16:56:25 -05:00
ReinUsesLisp
48cb021c34 yuzu: Implement Vulkan frontend
Adds a Qt and SDL2 frontend for Vulkan. It also finishes the missing
bits on Vulkan initialization.
2020-01-29 17:53:11 -03:00
Fernando Sahmkow
e9f3264c8d GPU: Implement guest driver profile and deduce texture handler sizes. 2020-01-24 16:43:29 -04:00
ReinUsesLisp
fcc78abc3c 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
ReinUsesLisp
ef4b9a6e39 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
b52586eaaa renderer_vulkan: Add header as placeholder 2020-01-16 22:54:15 -03:00
ReinUsesLisp
f47fdb4b09 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
832dd7920a 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
0961937585 vk_shader_util: Add helper to build SPIR-V shaders 2020-01-08 19:22:20 -03:00
ReinUsesLisp
2c7928f71a 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
e89b88bf80 vk_compute_pipeline: Initial implementation
This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
836580aada 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
3b5cccbf0b vk_rasterizer: Add placeholder 2020-01-06 22:02:26 -03:00
ReinUsesLisp
cdf40c8694 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
09e775bfe0 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
Fernando Sahmkow
9fee5297ec Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
ReinUsesLisp
9328c4be0b 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
ReinUsesLisp
e3713ec645 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
Fernando Sahmkow
193a942e9f Merge pull request #3248 from ReinUsesLisp/vk-image
vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
ReinUsesLisp
3f151e2d31 vk_staging_buffer_pool: Add a staging pool for temporary operations
The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.

It automatically deletes unused buffers.
2019-12-25 18:12:17 -03:00
ReinUsesLisp
5721e2cbae vk_image: Add an image object abstraction
This object's job is to contain an image and manage its transitions.
Since Nvidia hardware doesn't know what a transition is but Vulkan
requires them anyway, we have to state track image subresources
individually.

To avoid the overhead of tracking each subresource in images with many
subresources (think of cubemap arrays with several mipmaps), this commit
tracks when subresources have diverged. As long as this doesn't happen
we can check the state of the first subresource (that will be shared
with all subresources) and update accordingly.

Image transitions are deferred to the scheduler command buffer.
2019-12-25 18:00:16 -03:00
ReinUsesLisp
46b7e6df1e fixed_pipeline_state: Define structure and loaders
The intention behind this hasheable structure is to describe the state
of fixed function pipeline state that gets compiled to a single graphics
pipeline state object. This is all dynamic state in OpenGL but Vulkan
wants it in an immutable state, even if hardware can edit it freely.

In this commit the structure is defined in an optimized state (it uses
booleans, has paddings and many data entries that can be packed to
single integers). This is intentional as an initial implementation that
is easier to debug, implement and review. It will be optimized in later
stages, or it might change if Vulkan gets more dynamic states.
2019-12-22 22:59:11 -03:00
ReinUsesLisp
5f6a589d63 video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
c884dc8af2 texture_cache: Use a table instead of switch for texture formats
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.
2019-11-14 20:57:10 -03:00
Rodrigo Locatti
8e82aa5c7f video_core: Enable sign conversion warnings
Enable sign conversion warnings but don't treat them as errors.
2019-11-11 18:00:37 -03:00
ReinUsesLisp
2f7bc34b5e video_core: Treat implicit conversions as errors 2019-11-08 22:49:39 +00:00