Commit Graph

188 Commits

Author SHA1 Message Date
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
ReinUsesLisp 7a1f37bef3 rasterizer_accelerated: Add intermediary for GPU rasterizers
Add an intermediary class that implements common functions across GPU
accelerated rasterizers. This avoids code repetition on different
backends.
2019-10-27 03:40:08 -03:00
Fernando Sahmkow d4da704ac5 VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders. 2019-10-25 09:01:29 -04:00
Fernando Sahmkow 7b55e1c0b1 Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. 2019-10-04 18:52:50 -04:00
Fernando Sahmkow 9f61500df1 shader_ir: Corrections to outward movements and misc stuffs 2019-10-04 18:52:48 -04:00
Fernando Sahmkow a3d04b45a9 shader_ir: Initial Decompile Setup 2019-10-04 18:52:47 -04:00
bunnei fef5a3a2dd Merge pull request #2783 from FernandoS27/new-buffer-cache
Implement a New LLE Buffer Cache
2019-08-29 13:07:01 -04:00
ReinUsesLisp 67f47b2f6a shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
Fernando Sahmkow 8098f3ba58 Video_Core: Implement a new Buffer Cache 2019-08-21 12:14:22 -04:00
bunnei 8298de49b0 Merge pull request #2675 from ReinUsesLisp/opengl-buffer-cache
buffer_cache: Implement a generic buffer cache and its OpenGL backend
2019-07-14 19:03:43 -04:00
Fernando Sahmkow 48e75bade4 shader_ir: Implement a new shader scanner 2019-07-09 08:14:36 -04:00
ReinUsesLisp d3ae5ce80c buffer_cache: Implement a generic buffer cache
Implements a templated class with a similar approach to our current
generic texture cache. It is designed to be compatible with Vulkan and
OpenGL,
2019-07-06 00:37:55 -03:00
ReinUsesLisp 5b82a1bea0 gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cache 2019-07-06 00:37:55 -03:00
ReinUsesLisp 224e4e174d shader: Decode SUST and implement backing image functionality 2019-06-20 21:38:33 -03:00
ReinUsesLisp 32e588df63 gl_framebuffer_cache: Use a hashed struct to cache framebuffers 2019-06-20 21:36:12 -03:00
ReinUsesLisp 57cfa6b47a texture_cache: Split texture cache into different files 2019-06-20 21:36:11 -03:00