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* video_core/vulkan: Vulkan driver pipelines now contain cache versionWollnashorn2023-01-051-2/+3
| | | | So that old cache can get deleted when the cache version changes and does not grow infinitely
* video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelinesWollnashorn2023-01-051-0/+9
| | | | | | As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk. These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
* Vulkan: Implement Dynamic States 2Fernando Sahmkow2023-01-011-0/+1
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* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-4/+2
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* video_core: Replace VKUpdateDescriptorQueue with UpdateDescriptorQueuegerman772022-06-271-3/+3
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-3/+3
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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.
* video_core: Reduce unused includesameerj2022-03-191-3/+0
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* renderer_vulkan: Add setting to log pipeline statisticsReinUsesLisp2021-07-281-2/+5
| | | | | | | | | | | | | | | | Use VK_KHR_pipeline_executable_properties when enabled and available to log statistics about the pipeline cache in a game. For example, this is on Turing GPUs when generating a pipeline cache from Super Smash Bros. Ultimate: Average pipeline statistics ========================================== Code size: 6433.167 Register count: 32.939 More advanced results could be presented, at the moment it's just an average of all 3D and compute pipelines.
* gl_shader_cache: Check previous pipeline before checking hash mapReinUsesLisp2021-07-231-2/+1
| | | | Port optimization from Vulkan.
* shader: Add support for native 16-bit floatsReinUsesLisp2021-07-231-0/+3
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* vk_pipeline_cache,shader_notify: Add shader notificationsReinUsesLisp2021-07-231-1/+8
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* vk_pipeline_cache: Add asynchronous shadersReinUsesLisp2021-07-231-0/+4
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* shader: Split profile and runtime information in separate structsReinUsesLisp2021-07-231-4/+1
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* shader: Move pipeline cache logic to separate filesReinUsesLisp2021-07-231-23/+7
| | | | | | | | | Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.
* vulkan: Rework descriptor allocation algorithmReinUsesLisp2021-07-231-3/+3
| | | | | | 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.
* shader: Accelerate pipeline transitions and use dirty flags for shadersReinUsesLisp2021-07-231-27/+3
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* shader: Move microinstruction header to the value headerReinUsesLisp2021-07-231-1/+1
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* shader: Implement geometry shadersReinUsesLisp2021-07-231-1/+6
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* vulkan: Serialize pipelines on a separate threadReinUsesLisp2021-07-231-0/+1
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* vulkan: Build pipelines in parallel at runtimeReinUsesLisp2021-07-231-9/+15
| | | | | Wait from the worker thread for a pipeline to build before binding it to the command buffer. This allows queueing pipelines to multiple threads.
* vk_pipeline_cache: Fix pipeline and shader cachesReinUsesLisp2021-07-231-0/+1
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-1/+3
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* vk_pipeline_cache: Fix ReleaseContents orderReinUsesLisp2021-07-231-2/+2
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* vk_pipeline_cache: Add pipeline cacheReinUsesLisp2021-07-231-8/+26
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-14/+68
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-15/+15
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* shader: Remove old shader managementReinUsesLisp2021-07-231-77/+14
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-3/+3
| | | | | | | 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 cacheReinUsesLisp2020-12-301-9/+7
| | | | | | | | | | | | | | 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.3Lioncash2020-12-051-10/+10
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-1/+0
| | | | | | | | | | | | | | | | | | | | | | | 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 rendererReinUsesLisp2020-09-061-12/+16
| | | | | | | | | 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.
* Address feedback, add shader compile notifier, update setting textameerj2020-08-161-58/+0
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* Vk Async Worker directly emplace in cacheameerj2020-08-161-0/+3
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* Address feedback. Bruteforce delete duplicatesameerj2020-08-161-2/+17
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* Vk Async pipeline compilationameerj2020-08-161-2/+25
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* vk_pipeline_cache: Avoid hashing and comparing dynamic state when possibleReinUsesLisp2020-06-271-0/+4
| | | | | | With extended dynamic states, some bytes don't have to be collected from the pipeline key, hence we can avoid hashing and comparing them on lookups.
* fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-2/+2
| | | | | | | This moves dynamic state present in VK_EXT_extended_dynamic_state to a separate structure in FixedPipelineState. This is structure is at the bottom allowing us to hash and memcmp only when the extension is not supported.
* vk_pipeline_cache: Use generic shader cacheReinUsesLisp2020-06-071-21/+12
| | | | Trivial port the generic shader cache to Vulkan.
* vulkan: Remove unnecessary includesLioncash2020-04-291-2/+0
| | | | | | | 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.
* Merge pull request #3784 from ReinUsesLisp/shader-memory-utilbunnei2020-04-281-4/+4
|\ | | | | shader/memory_util: Deduplicate code
| * shader/memory_util: Deduplicate codeReinUsesLisp2020-04-261-4/+4
| | | | | | | | | | | | | | | | Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader.
* | vk_pipeline_cache: Unify pipeline cache keys into a single operationReinUsesLisp2020-04-231-27/+22
|/ | | | | This allows us to call Common::CityHash and std::memcmp only once for GraphicsPipelineCacheKey. While we are at it, do the same for compute.
* ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow2020-04-221-0/+3
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* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-3/+3
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* Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow2020-04-061-6/+1
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-3/+3
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* vk_shader_decompiler: Use registry for specializationReinUsesLisp2020-03-131-0/+4
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* video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-091-2/+2
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* vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-1/+1
| | | | | | | Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V).
* vk_pipeline_cache: Initial implementationReinUsesLisp2020-01-071-1/+108
| | | | | Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
* vk_graphics_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+32
| | | | | | | | | 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.
* vk_compute_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+39
| | | | This abstraction represents a Vulkan compute pipeline.
* vk_pipeline_cache: Add file and define descriptor update template fillerReinUsesLisp2020-01-071-0/+22
This function allows us to share code between compute and graphics pipelines compilation.