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* video_core: Integrate SMAALiam2022-12-081-2/+21
| | | | | Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
* general: fix compile for Apple ClangLiam2022-11-231-0/+1
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* vk_blit_screen: recreate swapchain images on guest format changeLiam2022-10-301-1/+5
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* vulkan_blitter: Fix pool allocation double free.Byte2022-10-061-4/+9
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* video_core: support framebuffer crop rect top not zerovonchenplus2022-08-201-6/+12
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* video_core: differentiate between tiled and untiled framebuffer sizes for unaccelerated copiesLiam2022-07-281-9/+7
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* video_core: use correct byte size for framebufferLiam2022-07-191-5/+8
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* video_core: Replace VKSwapchain with Swapchaingerman772022-06-271-2/+1
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-2/+2
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* video_core: Replace VKBlitScreen with BlitScreengerman772022-06-271-44/+44
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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.
* Vulkan: crop to screen dimensions if crop not explicitly requestedLiam2022-04-041-2/+3
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* hle: nvflinger: Migrate android namespace -> Service::android.bunnei2022-03-251-5/+5
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* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-251-5/+5
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* video_core: Reduce unused includesameerj2022-03-191-2/+0
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* vk_blit_screen: Add missing format bgra8Lody2022-02-241-0/+2
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* vk_blit_screen: Minor refactor of filter pipeline selectionameerj2021-12-051-21/+16
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* FSR: Fix GCC build errorsameerj2021-11-161-8/+11
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* Presentation: Only use FP16 in scaling shaders on supported devices in VulkanMarshall Mohror2021-11-161-4/+13
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* Vulkan: Fix FXAA in AMD.Fernando Sahmkow2021-11-161-2/+40
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* Vulkan: Implement FXAAFernandoS272021-11-161-21/+369
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* VideoCore: Add gaussian filtering.FernandoS272021-11-161-0/+49
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* Presentation: Fix turning FSR on and off in settingsMarshall Mohror2021-11-161-0/+11
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* Presentation: add Nearest Neighbor filter.Fernando Sahmkow2021-11-161-7/+34
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* vulkan: Implement FidelityFX Super ResolutionMarshall Mohror2021-11-161-15/+47
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* Renderers: Unify post processing filter shadersameerj2021-11-161-4/+4
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* Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2021-11-161-8/+115
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* Vulkan: Fix AA when rescaling.Fernando Sahmkow2021-11-161-1/+1
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* Merge pull request #6941 from ameerj/swapchain-srgbFernando S2021-09-111-1/+1
|\ | | | | vk_swapchain: Prefer linear swapchain format when presenting sRGB images
| * vk_swapchain: Prefer linear swapchain format when presenting sRGB imagesameerj2021-08-291-1/+1
| | | | | | | | Fixes broken sRGB when presenting from a secondary GPU.
* | vk_blit_screen: Fix non-accelerated texture size calculationameerj2021-08-161-1/+3
|/ | | | Addresses the potential OOB access in UnswizzleTexture.
* vk_blit_screen: Add public CreateFramebuffer methodameerj2021-07-291-14/+15
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* vk_blit_screen: Make Draw method more genericameerj2021-07-291-52/+62
| | | | Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
* vk_scheduler: Allow command submission on worker threadReinUsesLisp2021-07-231-49/+45
| | | | | | | | | | | | This changes how Scheduler::Flush works. It queues the current command buffer to be sent to the GPU but does not do it immediately. The Vulkan worker thread takes care of that. Users will have to use Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior. Scheduler::Finish is unchanged. To avoid waiting on work never queued, Scheduler::Wait sends the current command buffer if that's what the caller wants to wait.
* configure_graphics: Use u8 for bg_color valuesameerj2021-07-091-1/+4
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* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-5/+4
| | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-7/+4
| | | | | | 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.
* vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp2021-01-151-2/+2
| | | | | | | Allow users of the allocator to hint memory usage for downloads. This removes the non-descriptive boolean passed for "host visible" or not host visible memory commits, and uses an enum to hint device local, upload and download usages.
* vulkan_common: Move allocator to the common directoryReinUsesLisp2021-01-151-1/+1
| | | | Allow using the abstraction from the OpenGL backend.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-4/+4
| | | | | "Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
* vk_memory_manager: Improve memory manager and its APIReinUsesLisp2021-01-151-7/+5
| | | | | | | | | Fix a bug where the memory allocator could leave gaps between commits. To fix this the allocation algorithm was reworked, although it's still short in number of lines of code. Rework the allocation API to self-contained movable objects instead of naively using an unique_ptr to do the job for us. Remove the VK prefix.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-1/+1
| | | | | | | The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-175/+126
| | | | | | | | | | | | | | 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.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-18/+13
| | | | | | | | | | | | | | | | | | | | | | | This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-9/+11
| | | | | | | | | 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.
* vulkan: Silence more -Wmissing-field-initializer warningsLioncash2020-08-031-0/+1
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* Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-211-2/+2
|\ | | | | video_core: Fix, add and rename pixel formats
| * video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-2/+2
| | | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* | vk_blit_screen: Make use of designated initializers where applicableLioncash2020-07-131-334/+384
|/ | | | | Now that we make use of C++20, we can use designated initializers to make things a little nicer to read.
* vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfoReinUsesLisp2020-04-151-0/+2
| | | | | | | | | | | | When the dynamic state is specified, pViewports and pScissors are ignored, quoting the specification: pViewports is a pointer to an array of VkViewport structures, defining the viewport transforms. If the viewport state is dynamic, this member is ignored. That said, AMD's proprietary driver itself seem to read it regardless of what the specification says.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-211/+412
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* vk_blit_screen: Address feedbackReinUsesLisp2020-01-201-13/+15
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* vk_blit_screen: Initial implementationReinUsesLisp2020-01-201-0/+625
This abstraction takes care of presenting accelerated and non-accelerated or "framebuffer" images to the Vulkan swapchain.