Commit graph

223 commits

Author SHA1 Message Date
Liam
fa2047970e video_core/macro: clear code on upload address assignment 2022-05-10 17:07:21 -04:00
Morph
2b87305d31 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
3bffb0464b maxwell3d: add small_index_2 register 2022-04-14 09:57:06 -04:00
Fernando S
387c4c4dee 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
fc50392101 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
byte[]
2f745c6c00 Maxwell3D: restore original topology when topology overrides are disabled 2022-03-14 11:00:08 -04:00
Liam
6202688c91 Maxwell3D: Use override constants from nouveau
This fixes some incorrect rendering in Sunshine
2022-03-14 10:11:58 -04:00
Liam
db6b7f70b7 Maxwell3D: Restrict topology override effect to after the register is set 2022-03-11 19:42:12 -05:00
Liam
61e810ba10 Maxwell3D: mark index buffers as dirty after updating counts 2022-03-11 08:51:22 -05:00
Liam
de42319556 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
19270ae4e6 Rasterizer: Implement Inline2Memory Acceleration. 2022-01-29 22:53:27 +01:00
Lioncash
65e617754f video_core/macro: Remove unused parameter from Execute()
Simplifies the function interface.
2022-01-25 13:41:38 -05:00
ReinUsesLisp
c0705f79b8 shader: Unify shader stage types 2021-07-22 21:51:39 -04:00
ReinUsesLisp
65069df8aa shader: Remove old shader management 2021-07-22 21:51:22 -04:00
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
70b3c29534 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
928831c1cc maxwell_3d: Silence array bounds warnings 2021-01-24 04:31:41 -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
ea0e85b869 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
bdd8e12504 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
45cfd67ae6 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
e457001dce 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
1c61cf29b6 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
74e48d2a98 Macro HLE support 2020-06-24 12:09:01 +10:00
bunnei
8d47f26be9 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
2f28ac0ada 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
8bf40a4abc Merge pull request #4009 from ogniK5377/macro-jit-prod
video_core: Implement Macro JIT
2020-06-04 11:40:52 -04:00
David Marcec
9eb0c2c15e Default init labels and use initializer list for macro engine 2020-06-04 22:23:07 +10:00
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
bunnei
25e850e83c Merge pull request #3998 from ReinUsesLisp/init-3d
maxwell_3d: Initialize more registers to their expected value
2020-06-01 16:11:56 -04:00
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
ReinUsesLisp
de665d6485 maxwell_3d: Initialize line widths
Initialize line widths to avoid setting a line width of zero.
2020-05-27 16:53:43 -03:00
ReinUsesLisp
2dba4bc34f maxwell_3d: Initialize polygon modes
NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode.
2020-05-27 16:52:52 -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