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path: root/src/video_core/renderer_opengl/gl_texture_cache.h (follow)
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | 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.
* OpenGL: fix S8D24 to ABGR8 conversionsLiam2022-04-071-1/+2
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* GC: Address Feedback.Fernando Sahmkow2022-03-251-2/+2
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* Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow2022-03-251-1/+10
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* vk_texture_cache: Fix invalidated pointer accessameerj2021-12-241-1/+3
| | | | | The vulkan ImageView held a reference to its source image for rescale status checking. This pointer is sometimes invalidated when the texture cache slot_images container is resized. To avoid an invalid pointer dereference, the ImageView now holds a reference to the container itself.
* blit_image: Refactor upscale factors usageameerj2021-12-051-1/+1
| | | | The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
* Merge pull request #7368 from FernandoS27/vulkan-convbunnei2021-11-211-2/+5
|\ | | | | Fix ART Blit detection regression and add D24S8 <-> RGBA8 conv to Vulkan
| * TextureCache: Implement buffer copies on Vulkan.Fernando Sahmkow2021-11-201-2/+5
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* | Merge pull request #7294 from vonchenplus/fix_image_update_error_when_width_too_smallbunnei2021-11-201-0/+1
|\ \ | | | | | | Fix image update/download error when width too small
| * | Fix image update/download error when width too smallFeng Chen2021-11-171-0/+1
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* | | Merge pull request #7357 from Morph1984/s8_uintbunnei2021-11-191-2/+2
|\ \ \ | |_|/ |/| | video_core: Implement S8_UINT format
| * | renderer_opengl: Implement S8_UINT stencil formatMorph2021-11-171-2/+2
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* | texture_cache: Use pixel format conversion when supported by the runtimeameerj2021-11-171-0/+3
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* | gl_texture_cache: Rename BGRCopyPass to FormatConversionPassameerj2021-11-171-8/+8
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* TextureCache: OGL query device memory if possible.FernandoS272021-11-171-1/+3
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* TextureCache: Fix OGL cleaningFernando Sahmkow2021-11-171-0/+16
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* gl_texture_cache: Simplify scaling proceduresameerj2021-11-161-1/+1
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* OpenGlTextureCache: Fix state invalidation on rescaling.Fernando Sahmkow2021-11-161-0/+4
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* Texture Cache: fix memory managment and optimize scaled downloads, uploads.Fernando Sahmkow2021-11-161-2/+2
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* Texture Cache: Fix downscaling and correct memory comsumption.Fernando Sahmkow2021-11-161-1/+1
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* Texture Cache: Rescale conversions between depth and colorFernandoS272021-11-161-1/+1
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* video_core: Misc resolution scaling related refactoringameerj2021-11-161-4/+7
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* gl_texture_cache: Fix scaling backup logicameerj2021-11-161-1/+2
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* gl_texture_cache: Fix depth and integer format scaling blitsameerj2021-11-161-2/+2
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* gl_texture_cache/rescaling_pass: minor cleanupameerj2021-11-161-1/+0
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* gl_texture_cache: Simplify scalingameerj2021-11-161-1/+2
| | | | | We don't need to reconstruct new textures every time we ScaleUp/ScaleDown. We can scale up once, and revert to the original texture whenever scaling down. Fixes memory leaks due to glDeleteTextures being deferred for later handling on some drivers
* glsl/glasm: Pass and use scaling parameters in shadersReinUsesLisp2021-11-161-1/+1
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* texture_cache: Simplify image view queries and blacklistingReinUsesLisp2021-11-161-3/+2
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* gl_texture_cache: Simplify rescalingameerj2021-11-161-1/+2
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* gl_texture_cache: Implement ScaleDownameerj2021-11-161-1/+1
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* gl_texture_cache: Rescale fixes for multi-layered texturesameerj2021-11-161-0/+1
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* renderer_gl: Resolution scaling fixesameerj2021-11-161-2/+7
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* gl_texture_cache: WIP texture rescaleameerj2021-11-161-0/+2
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* VideoCore: Initial Setup for the Resolution Scaler.Fernando Sahmkow2021-11-161-0/+8
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* gpu: Migrate implementation to the cpp fileameerj2021-10-031-0/+1
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* gl_texture_cache: Migrate BGRCopyPass from util_shadersameerj2021-09-171-0/+14
| | | | The BGR copies no longer use shaders.
* util_shaders: Unify BGRA copy passesameerj2021-09-161-0/+8
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* texture_cache: Address ameerj's reviewyzct123452021-08-051-1/+1
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* gl_texture_cache: Create image storage viewsReinUsesLisp2021-07-231-3/+19
| | | | Fixes SULD.D tests.
* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-10/+19
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* shader: Interact texture buffers with buffer cacheReinUsesLisp2021-07-231-0/+2
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* gl_texture_cache: Workaround slow PBO downloads on radeonsiReinUsesLisp2021-07-201-1/+1
| | | | | | | | There's an optimization bug on non-git mesa versions where not specifying GL_CLIENT_STORAGE_BIT causes very slow reads on the CPU side. Add this bit for all vendors.
* Reaper: Guarantee correct deletion.Fernando Sahmkow2021-06-201-0/+8
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* Reaper: Change memory restrictions on TC depending on host memory on VK.Fernando Sahmkow2021-06-171-0/+1
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* texture_cache: Handle out of bound texture blitsameerj2021-05-081-5/+3
| | | | Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
* renderer_opengl: Accelerate ASTC texture decoding with a compute shaderameerj2021-03-131-0/+2
| | | | | | ASTC texture decoding is currently handled by a CPU decoder for GPU's without native ASTC decoding support (most desktop GPUs). This is the cause for noticeable performance degradation in titles which use the format extensively. This commit adds support to accelerate ASTC decoding using a compute shader on OpenGL for GPUs without native support.
* texture_cache: Blacklist BGRA8 copies and views on OpenGLameerj2021-03-041-0/+5
| | | | | | In order to force the BGRA8 conversion on Nvidia using OpenGL, we need to forbid texture copies and views with other formats. This commit also adds a boolean relating to this, as this needs to be done only for the OpenGL api, Vulkan must remain unchanged.
* gl_texture_cache: Lazily create non-sRGB texture views for sRGB formatsameerj2021-02-131-1/+3
| | | | | | This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore. Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
* vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp2021-02-131-6/+5
| | | | | | | | This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-16/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* gl_texture_cache: Create base images with sRGBReinUsesLisp2021-01-041-1/+5
| | | | | | This breaks accelerated decoders trying to imageStore into images with sRGB. The decoders are currently disabled so this won't cause issues at runtime.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-98/+188
| | | | | | | | | | | | | | 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.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-3/+3
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* video_core: Resolve more variable shadowing scenariosLioncash2020-12-041-2/+3
| | | | | | Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-2/+4
| | | | | | | | | 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.
* gl_texture_cache: Take std::string by reference in DecorateViewName()Lioncash2020-08-241-1/+1
| | | | | LabelGLObject takes a string_view, so we don't need to make copies of the std::string.
* texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-081-2/+4
| | | | | | | | | | | | | | This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
* gl_texture_cache: Implement small texture view cache for swizzlesReinUsesLisp2020-05-261-7/+11
| | | | | This fixes cases where the texture swizzle was applied twice on the same draw to a texture bound to two different slots.
* texture_cache: Implement depth stencil texture swizzlesReinUsesLisp2020-05-261-9/+1
| | | | | | | | Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
* video_core: Use native ASTC when availableReinUsesLisp2020-04-011-1/+5
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* renderer_opengl: Reintroduce dirty flags for render targetsReinUsesLisp2020-02-281-1/+4
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* gl_state: Remove image trackingReinUsesLisp2020-02-281-0/+5
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* gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp2019-09-061-9/+13
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* video_core: Silent miscellaneous warnings (#2820)Rodrigo Locatti2019-08-301-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | * 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
* texture_cache: Address FeedbackFernando Sahmkow2019-07-051-5/+4
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* texture_cache: Correct Texture Buffer UploadingFernando Sahmkow2019-07-051-0/+1
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* texture_cache: Address feedbackReinUsesLisp2019-06-291-15/+0
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* gl_texture_cache: Corrections and fixesFernando Sahmkow2019-06-251-3/+3
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* gl_texture_cache: Address some feedbackReinUsesLisp2019-06-241-2/+4
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* texture_cache: Optimize GetSurface and use references on functions that don't change a surface.Fernando Sahmkow2019-06-211-3/+3
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* texture_cache: Implement Buffer Copy and detect Turing GPUs Image CopiesFernando Sahmkow2019-06-211-1/+8
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* texture_cache: Fermi2D reform and implement View MirageFernando Sahmkow2019-06-211-3/+3
| | | | | This also does some fixes on compressed textures reinterpret and on the Fermi2D engine in general.
* gl_texture_cache: Make main views be proxy textures instead of a full view.Fernando Sahmkow2019-06-211-1/+7
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* Reduce amount of size calculations.Fernando Sahmkow2019-06-211-1/+1
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* Texture Cache: Implement Blitting and Fermi CopiesFernando Sahmkow2019-06-211-0/+8
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* Correct Mipmaps View method in Texture CacheFernando Sahmkow2019-06-211-8/+4
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* Implement Texture Cache V2Fernando Sahmkow2019-06-211-71/+40
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* texture_cache: Remove execution context copies from the texture cacheReinUsesLisp2019-06-211-11/+6
| | | | | This is done to simplify the OpenGL implementation, it is needed for Vulkan.
* gl_texture_cache: Implement fermi copiesReinUsesLisp2019-06-211-0/+1
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* texture_cache: Split texture cache into different filesReinUsesLisp2019-06-211-1/+1
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* texture_cache: Move staging buffer into a generic implementationReinUsesLisp2019-06-211-6/+1
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* texture_cache: Flush 3D textures in the order they are drawnReinUsesLisp2019-06-211-2/+4
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* gl_texture_cache: Minor changesReinUsesLisp2019-06-211-8/+12
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* gl_texture_cache: Add copy from multiple overlaps into a single surfaceReinUsesLisp2019-06-211-1/+33
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* gl_texture_cache: Attach surface textures instead of viewsReinUsesLisp2019-06-211-1/+2
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* gl_texture_cache: Add fast copy pathReinUsesLisp2019-06-211-0/+9
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* gl_texture_cache: Initial implementationReinUsesLisp2019-06-211-0/+131