| Commit message (Collapse) | Author | Files | Lines |
|
Co-Authored-By: Billy Laws <blaws05@gmail.com>
|
|
|
|
|
|
|
|
|
|
These occur in the latest commits in LLVM Clang.
|
|
As far as I can tell, there is no reason to OR this bit in separately.
|
|
|
|
|
|
|
|
|
|
Avoid reinterpret-casting from void pointer since the type is already known at compile time.
|
|
|
|
- Fixes #104.
|
|
|
|
|
|
|
|
This reverts commit 9e2997c4b6456031622602002924617690e32a13.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
Fixes bad API usages on Vulkan.
|
|
Fixes a crash on Age of Calamity cutscenes.
|
|
|
|
Create multiple descriptor pools on demand. There are some degrees of
freedom what is considered a compatible pool to avoid wasting large
pools on small descriptors.
|
|
|
|
|
|
|
|
Vulkan does not support null buffers on transform feedback bindings.
Emulate these using the same null buffer we were using for index
buffers.
|
|
|
|
The Vulkan spec states:
If an element of pBuffers is VK_NULL_HANDLE, then the corresponding element of pOffsets must be zero.
https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/vkCmdBindVertexBuffers2EXT.html#VUID-vkCmdBindVertexBuffers2EXT-pBuffers-04112
|
|
Allow compilers with our settings inline hot code.
|
|
Games can bind a null index buffer (size=0) where all indices are
evaluated as zero. VK_EXT_robustness2 doesn't support this and all
drivers segfault when a null index buffer is passed to
vkCmdBindIndexBuffer.
Workaround this by creating a 4 byte buffer and filling it with zeroes.
If it's read out of bounds, robustness takes care of returning zeroes as
indices.
|
|
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.
|
|
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.
|
|
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.
|
|
"Memory manager" collides with the guest GPU memory manager, and a
memory allocator sounds closer to what the abstraction aims to be.
|
|
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.
|
|
|
|
|
|
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.
|
|
Allows sharing Vulkan wrapper code between different rendering backends.
|
|
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.
|
|
Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
|
|
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.
|
|
Note: An array within CopyFrom() cannot be converted over yet, as it
ICEs MSVC when converted over.
|
|
After marking buffers as resident, Nvidia's driver seems to take a
slow path. To workaround this issue, copy to a STREAM_READ buffer and
then call GetNamedBufferSubData on it.
This is a temporary solution until we have asynchronous flushing.
|
|
|
|
Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
|
|
Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.
While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
|
|
Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
|
|
Reduces some header churn and reduces rebuilds when some header
internals change.
While we're at it we can also resolve a missing include in buffer_cache.
|
|
The original idea of returning pointers is that handles can be moved.
The problem is that the implementation didn't take that in mind and made
everything harder to work with. This commit drops pointer to handles and
returns the handles themselves. While it is still true that handles can
be invalidated, this way we get an old handle instead of a dangling
pointer.
This problem can be solved in the future with sparse buffers.
|
|
|
|
|
|
The stream buffer before this commit once it was full (no more bytes to
write before looping) waiting for all previous operations to finish.
This was a temporary solution and had a noticeable performance penalty
in performance (from what a profiler showed).
To avoid this mark with fences usages of the stream buffer and once it
loops wait for them to be signaled. On average this will never wait.
Each fence knows where its usage finishes, resulting in a non-paged
stream buffer.
On the other side, the buffer cache is reimplemented using the generic
buffer cache. It makes use of the staging buffer pool and the new
stream buffer.
|
|
This is intended for a follow up commit to avoid circular dependencies.
|
|
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
|
|
Amends a few interfaces to be able to handle the migration over to the
new Memory class by passing the class by reference as a function
parameter where necessary.
Notably, within the filesystem services, this eliminates two ReadBlock()
calls by using the helper functions of HLERequestContext to do that for
us.
|
|
Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.
This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.
While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
|
|
Replaces header inclusions with forward declarations where applicable
and also removes unused headers within the cpp file. This reduces a few
more dependencies on core/memory.h
|
|
Specifies the members in the same order that initialization would take
place in.
This also silences -Wreorder warnings.
|
|
|
|
|
|
Removes a few unnecessary dependencies on core-related machinery, such
as the core.h and memory.h, which reduces the amount of rebuilding
necessary if those files change.
This also uncovered some indirect dependencies within other source
files. This also fixes those.
|
|
This buffer cache is just like OpenGL's buffer cache with some minor
style changes. It uses VKStreamBuffer.
|