David Marcec
cb42f51dc1
Mark parameters as const
2020-06-03 16:33:38 +10:00
David Marcec
d9082de7ea
Pass by reference instead of copying parameters
2020-06-02 16:37:06 +10:00
David Marcec
05eeb7de3d
Implement macro JIT
2020-05-30 11:40:04 +10:00
ReinUsesLisp
d1e0f2095c
maxwell_3d: Reduce severity of logs that can be spammed
...
These logs were killing performance on some games when they were
spammed. Reduce them to Debug severity.
2020-05-28 18:23:25 -03:00
bunnei
4fb531a576
Merge pull request #3885 from ReinUsesLisp/viewport-swizzles
...
video_core: Implement viewport swizzles with NV_viewport_swizzle
2020-05-08 15:16:53 -04:00
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
ReinUsesLisp
ff7b0d7329
maxwell_3d: Add viewport swizzles
2020-05-04 17:50:59 -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
b916b58702
VideoCore/Engines: Refactor Engines CallMethod.
2020-04-27 21:47:58 -04:00
Fernando Sahmkow
9311983f3d
Maxwell3D: Process Macros on MultiMethod.
2020-04-23 08:52:56 -04:00
Fernando Sahmkow
ef3a0ae64a
DMAPusher: Propagate multimethod writes into the engines.
2020-04-23 08:52:55 -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
2ee68ad8e4
GPU: Fix rebase errors.
2020-04-22 11:36:13 -04:00
Fernando Sahmkow
802fabe3ab
OpenGL: Implement Fencing backend.
2020-04-22 11:36:10 -04:00
Fernando Sahmkow
fda21f5a93
GPU: Delay Fences.
2020-04-22 11:36:08 -04:00
Fernando Sahmkow
c689dc6804
GPU: Refactor synchronization on Async GPU
2020-04-22 11:36:06 -04:00
ReinUsesLisp
4ef04832a8
maxwell_3d: Initialize format attributes constant as one
...
nouveau expects this to be true but it doesn't set it.
2020-04-16 21:15:07 -03:00
namkazy
fa1b60cc8c
apply replay logic to all writes. remove replay from MacroInterpreter::Send (@fincs)
2020-03-22 22:25:44 +07:00
namkazy
30112fcb3c
maxwell_3d: init shadow_state
2020-03-22 13:35:11 +07:00
namkazy
e89c5935f4
maxwell_3d: this seem more correct.
2020-03-22 12:02:54 +07:00
namkazy
854fb1ed2b
maxwell_3d: update comments for shadow ram usage
2020-03-22 11:35:26 +07:00
Nguyen Dac Nam
771d117869
maxwell_3d: track shadow ram ctrl and hw reg value
2020-03-22 10:53:41 +07:00
ReinUsesLisp
7a93d38e0f
const_buffer_engine_interface: Store component types
...
This is required for Vulkan. Sampling integer textures with float
handles is illegal.
2020-03-09 18:40:53 -03:00
ReinUsesLisp
95596b787e
maxwell_3d: Flatten cull and front face registers
2020-02-28 17:56:41 -03:00
ReinUsesLisp
005f5ca883
video_core: Reintroduce dirty flags infrastructure
2020-02-28 17:56:41 -03:00
ReinUsesLisp
c2d3732176
gl_rasterizer: Remove dirty flags
2020-02-28 16:39:27 -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
2dd9d660e3
GPU: Address Feedback.
2020-02-13 18:16:07 -04:00
Fernando Sahmkow
04c3213a01
GPU: Implement GPU Clock correctly.
2020-02-10 10:44:54 -04:00
Fernando Sahmkow
8137fb8981
Maxwell3D: Correct query reporting.
2020-02-10 10:41:43 -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
ReinUsesLisp
4862fc4970
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
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
0eb9f3b107
gl_rasterizer: Implement RASTERIZE_ENABLE
...
RASTERIZE_ENABLE is the opposite of GL_RASTERIZER_DISCARD. Implement it
naturally using this.
NVN games expect rasterize to be enabled by default, reflect that in our
initial GPU state.
2019-12-18 19:28:23 -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
ReinUsesLisp
905cc250a4
video_core: Silence implicit conversion warnings
2019-11-08 22:48:50 +00:00
ReinUsesLisp
902431adce
maxwell_3d/kepler_compute: Remove unused arguments in GetTexture
2019-10-28 00:23:42 -03:00
ReinUsesLisp
cea1214e5a
video_core/textures: Remove unused index entry in FullTextureInfo
2019-10-28 00:14:38 -03:00
ReinUsesLisp
cf7206fe7b
maxwell_3d: Remove unused method GetStageTextures
2019-10-28 00:14:29 -03:00
ReinUsesLisp
15a52a86bd
maxwell_3d: Silence implicit conversion warnings
...
While we are at it, unify types for dirty reg pointers.
2019-10-27 15:22:17 -03:00
Fernando Sahmkow
4168b287c9
Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it
2019-10-25 09:01:30 -04:00
Fernando Sahmkow
d4da704ac5
VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.
2019-10-25 09:01:29 -04:00
ReinUsesLisp
94d32c3cd2
maxwell_3d: Reduce FlushMMEInlineDraw logging to Trace
2019-10-20 03:43:17 -03:00