| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
| |
Use the Download memory type where it matters.
|
|
|
|
| |
Allow using the abstraction from the OpenGL backend.
|
|
|
|
|
| |
"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.
|
|\
| |
| | |
gl_texture_cache: Avoid format views on Intel and AMD
|
| |
| |
| |
| |
| |
| |
| | |
Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
|
|/
|
|
|
|
|
| |
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.
|
|\
| |
| | |
renderer_vulkan: Add missing `override` specifier
|
| | |
|
|/
|
|
|
| |
Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
|
|
|
|
|
|
|
| |
Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
|
| |
|
|
It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
|