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* vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp2021-01-151-3/+3
| | | | | | | 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 allocatorReinUsesLisp2021-01-151-2/+2
| | | | | "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 APIReinUsesLisp2021-01-151-3/+3
| | | | | | | | | 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/+3
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-4/+4
| | | | | | | 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 cacheReinUsesLisp2020-12-301-492/+981
| | | | | | | | | | | | | | 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: Remove unnecessary enum class casting in logging messagesLioncash2020-12-071-2/+2
| | | | | | | fmt now automatically prints the numeric value of an enum class member by default, so we don't need to use casts any more. Reduces the line noise a bit.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-4/+4
| | | | | 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 scenarios pt.2Lioncash2020-12-051-30/+31
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-11/+8
| | | | | | | | | | | | | | | | | | | | | | | 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 rendererReinUsesLisp2020-09-061-16/+18
| | | | | | | | | 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/+2
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* vulkan: Resolve -Wmissing-field-initializer warningsLioncash2020-07-251-0/+2
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* Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-211-5/+5
|\ | | | | video_core: Fix, add and rename pixel formats
| * video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-5/+5
| | | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* | Merge pull request #4364 from lioncash/desig5bunnei2020-07-181-96/+135
|\ \ | | | | | | vulkan: Make use of designated initializers where applicable
| * | vk_texture_cache: Make use of designated initializers where applicableLioncash2020-07-171-96/+135
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* / vk_texture_cache: Amend mismatched access masks and indices in UploadBufferLioncash2020-07-171-6/+4
|/ | | | | Discovered while converting relevant parts of the codebase over to designated initializers.
* texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-081-14/+62
| | | | | | | | | | | | | | 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.
* vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-2/+2
| | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* texture_cache: Implement depth stencil texture swizzlesReinUsesLisp2020-05-261-16/+13
| | | | | | | | 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.
* vulkan: Remove unnecessary includesLioncash2020-04-291-3/+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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-152/+210
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* video_core: Use native ASTC when availableReinUsesLisp2020-04-011-17/+17
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* vk_texture_cache: Silence misc warningsReinUsesLisp2020-03-191-3/+3
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* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-0/+1
| | | | Add support for render targets and viewports.
* vk_texture_cache: Address feedbackReinUsesLisp2020-01-161-13/+4
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* vk_texture_cache: Fix typo in commentaryRodrigo Locatti2020-01-161-1/+1
| | | Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
* vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp2020-01-141-0/+484
It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.