Markus Wick
56672b8c98
core/memory: Create a special MapMemoryRegion for physical memory.
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This allows us to create a fastmem arena within the memory.cpp helpers.
2020-01-18 08:38:47 +01:00
Markus Wick
55103da066
core/hle: Simplify PhysicalMemory usage in vm_manager.
2020-01-18 08:29:19 +01:00
Markus Wick
7e94e544f4
core/loaders: Simplify PhysicalMemory usage.
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It is currently a std::vector, however we might want to replace it with a more fancy allocator.
So we can't use the C++ iterators any more.
2020-01-18 08:29:19 +01:00
bunnei
9bf4850f74
Merge pull request #3305 from ReinUsesLisp/point-size-program
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gl_state: Implement PROGRAM_POINT_SIZE
2020-01-18 01:56:32 -05:00
bunnei
15163edaaa
Merge pull request #3312 from ReinUsesLisp/atoms-u32
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shader/memory: Implement ATOMS.ADD.U32
2020-01-18 00:54:07 -05:00
James Rowe
4512a6bbfc
Remove unused CPU Vendor string and telemtry field
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The information is duplicated in the brand string and the telemetry field is unused
2020-01-17 18:41:18 -07:00
ReinUsesLisp
09b1d762d7
vk_rasterizer: Address feedback
2020-01-17 21:40:01 -03:00
ReinUsesLisp
f34e519da3
gl_shader_decompiler: Fix decompilation of condition codes
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Use Visit instead of reimplementing it. Fixes unimplemented negations
for condition codes.
2020-01-17 21:23:01 -03:00
TotalCaesar659
dd74fd014b
Add headbar icon on Linux
2020-01-18 02:46:07 +03:00
bunnei
48863afb65
Merge pull request #3306 from ReinUsesLisp/gl-texture
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gl_texture_cache: Minor fixes and style changes
2020-01-17 15:44:02 -05:00
bunnei
657b3a366e
Merge pull request #3311 from ReinUsesLisp/z32fx24s8
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format_lookup_table: Fix ZF32_X24S8 component types
2020-01-17 08:22:32 -05:00
ReinUsesLisp
fe5356d223
vk_rasterizer: Implement Vulkan's rasterizer
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
2020-01-16 23:05:15 -03:00
ReinUsesLisp
38e789c761
renderer_vulkan: Add header as placeholder
2020-01-16 22:54:15 -03:00
bunnei
e041f33569
Merge pull request #3300 from ReinUsesLisp/vk-texture-cache
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vk_texture_cache: Implement generic texture cache on Vulkan
2020-01-16 19:19:26 -05:00
ReinUsesLisp
f09cd52980
vk_texture_cache: Address feedback
2020-01-16 18:23:10 -03:00
ReinUsesLisp
63ba41a26d
shader/memory: Implement ATOMS.ADD.U32
2020-01-16 17:30:55 -03:00
ReinUsesLisp
0caab54b5d
format_lookup_table: Fix ZF32_X24S8 component types
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Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT,
UINT, UNORM, UNORM; causing a format mismatch. This commit addresses
that.
2020-01-16 17:29:13 -03:00
Rodrigo Locatti
82e1285c1e
vk_texture_cache: Fix typo in commentary
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Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
2020-01-16 16:59:46 -03:00
bunnei
30faf6a964
Merge pull request #3308 from lioncash/private
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maxwell_3d: Make dirty_pointers private
2020-01-16 13:26:35 -05:00
bunnei
d23869811d
Merge pull request #3304 from lioncash/fwd-decl
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renderer_opengl/utils: Forward declare private structs
2020-01-16 11:21:18 -05:00
Lioncash
9e874898f5
maxwell_3d: Make dirty_pointers private
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This isn't used outside of the class itself, so we can make it private
for the time being.
2020-01-16 04:07:15 -05:00
James Rowe
b429095b61
Fix git version in scm_rev.cpp
2020-01-16 00:12:50 -07:00
ReinUsesLisp
c375d735e6
gl_state: Implement PROGRAM_POINT_SIZE
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For gl_PointSize to have effect we have to activate
GL_PROGRAM_POINT_SIZE.
2020-01-15 16:14:17 -03:00
Lioncash
7af56dfa76
renderer_opengl/utils: Remove unused header inclusions
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Nothing from these headers are used, so they can be removed.
2020-01-15 06:31:23 -05:00
Lioncash
06d30fbcca
renderer_opengl/utils: Forward declare private structs
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Keeps the definitions hidden and allows changes to the structs without
needing to recompile all users of classes containing said structs.
2020-01-15 06:30:01 -05:00
ReinUsesLisp
66a1c777c9
gl_texture_cache: Use local variables to simplify DownloadTexture
2020-01-14 17:39:48 -03:00
ReinUsesLisp
cdb00546f0
gl_texture_cache: Fix format for RGBX16F
2020-01-14 17:38:33 -03:00
ReinUsesLisp
2d09467f6f
gl_texture_cache: Use Snorm internal format for RG8S
2020-01-14 17:37:58 -03:00
ReinUsesLisp
02624c35ec
gl_texture_cache: Use Snorm internal format for ABGR8S
2020-01-14 17:37:23 -03:00
Rodrigo Locatti
64cd46579b
Merge pull request #3303 from lioncash/reorder
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control_flow: Silence -Wreorder warning for CFGRebuildState
2020-01-14 16:15:18 -03:00
Rodrigo Locatti
81e9e229fa
Merge pull request #3302 from lioncash/unused-var
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gl_shader_cache: Remove unused variables
2020-01-14 16:14:47 -03:00
Lioncash
a1eee1749e
control_flow: Silence -Wreorder warning for CFGRebuildState
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Organizes the initializer list in the same order that the variables
would actually be initialized in.
2020-01-14 13:28:48 -05:00
bunnei
a83e28b237
Merge pull request #3296 from Simek/hotkeys_resize
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GUI/configure: resize hotkeys action column to fit content
2020-01-14 13:17:16 -05:00
Lioncash
f10ea944e0
gl_shader_cache: Remove unused STAGE_RESERVED_UBOS constant
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Given this isn't used, this can be removed entirely.
2020-01-14 13:16:52 -05:00
Lioncash
4cd5ad90f3
gl_shader_cache: std::move entries in CachedShader constructor
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Avoids several reallocations of std::vector instances where applicable.
2020-01-14 13:14:16 -05:00
Lioncash
15a6840e7a
gl_shader_cache: Remove unused entries variable in BuildShader()
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Eliminates a few unnecessary constructions of std::vectors.
2020-01-14 13:11:49 -05:00
bunnei
55f95e7f26
Merge pull request #3287 from ReinUsesLisp/ldg-stg-16
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shader_ir/memory: Implement u16 and u8 for STG and LDG
2020-01-14 09:57:08 -05:00
bunnei
15788ffcde
Merge pull request #3288 from ReinUsesLisp/uncurse-aoffi
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shader_ir/texture: Simplify AOFFI code
2020-01-13 23:52:12 -05:00
bunnei
6985eea519
Merge pull request #3290 from ReinUsesLisp/gl-clamp
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maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
2020-01-13 19:16:06 -05:00
bunnei
e749f17257
Merge pull request #3292 from degasus/heap_space_fix
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core/kernel: Fix GetTotalPhysicalMemoryUsed.
2020-01-13 19:15:43 -05:00
ReinUsesLisp
09e17fbb0f
vk_texture_cache: Implement generic texture cache on Vulkan
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It currently ignores PBO linearizations since these should be dropped as
soon as possible on OpenGL.
2020-01-13 20:37:50 -03:00
ReinUsesLisp
2b2712fa95
texture_cache/surface_params: Make GetNumLayers public
2020-01-13 20:35:43 -03:00
Bartosz Kaszubowski
da3049aa74
GUI: add few missing hotkeys to main menu
2020-01-13 00:49:44 +01:00
Bartosz Kaszubowski
6726e8b784
GUI/configure: resize hotkeys column to content
2020-01-12 22:46:28 +01:00
Markus Wick
c76ffa5019
core/kernel: Fix GetTotalPhysicalMemoryUsed.
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module._memory was already moved over to a new shared_ptr.
So code_memory_size was not increased at all.
This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB.
This fixes a regression of c0a01f3adc
2020-01-11 14:04:44 +01:00
Rodrigo Locatti
b1138e5ea1
vk_compute_pass: Address feedback
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Comment hardcoded SPIR-V modules.
2020-01-10 22:46:34 -03:00
ReinUsesLisp
3d46709b7f
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
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Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan
doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's
driver using the internal driver defaults.
2020-01-10 17:12:50 -03:00
ReinUsesLisp
13021b534c
shader_ir/texture: Simplify AOFFI code
2020-01-09 03:50:37 -03:00
ReinUsesLisp
e2a2a556b9
shader_ir/memory: Implement u16 and u8 for STG and LDG
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Using the same technique we used for u8 on LDG, implement u16.
In the case of STG, load memory and insert the value we want to set
into it with bitfieldInsert. Then set that value.
2020-01-09 02:12:29 -03:00
ReinUsesLisp
908e085d02
vk_compute_pass: Add compute passes to emulate missing Vulkan features
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This currently only supports quad arrays and u8 indices.
In the future we can remove quad arrays with a table written from the
CPU, but this was used to bootstrap the other passes helpers and it
was left in the code.
The blob code is generated from the "shaders/" directory. Read the
instructions there to know how to generate the SPIR-V.
2020-01-08 19:24:26 -03:00
ReinUsesLisp
82a64da077
vk_shader_util: Add helper to build SPIR-V shaders
2020-01-08 19:22:20 -03:00
Fernando Sahmkow
80436c1330
Merge pull request #3279 from ReinUsesLisp/vk-pipeline-cache
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vk_pipeline_cache: Initial implementation
2020-01-08 17:31:20 -04:00
bunnei
319c4d2108
Merge pull request #3272 from bunnei/vi-close-layer
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service: vi: Implement CloseLayer.
2020-01-07 12:45:34 -05:00
ReinUsesLisp
6888d776ff
vk_pipeline_cache: Initial implementation
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Given a pipeline key, this cache returns a pipeline abstraction (for
graphics or compute).
2020-01-06 22:02:26 -03:00
ReinUsesLisp
2effdeb924
vk_graphics_pipeline: Initial implementation
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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.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
dc96a59fa0
vk_compute_pipeline: Initial implementation
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This abstraction represents a Vulkan compute pipeline.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
b392a5986e
vk_pipeline_cache: Add file and define descriptor update template filler
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This function allows us to share code between compute and graphics
pipelines compilation.
2020-01-06 22:02:26 -03:00
ReinUsesLisp
3142f1b597
fixed_pipeline_state: Add depth clamp
2020-01-06 22:02:26 -03:00
ReinUsesLisp
9c548146ca
vk_rasterizer: Add placeholder
2020-01-06 22:02:26 -03:00
bunnei
5be00cba15
Merge pull request #3276 from ReinUsesLisp/pipeline-reqs
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vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
2020-01-06 17:03:34 -05:00
bunnei
ee9b4a7f9a
Merge pull request #3278 from ReinUsesLisp/vk-memory-manager
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renderer_vulkan: Buffer cache, stream buffer and memory manager changes
2020-01-06 17:03:04 -05:00
ReinUsesLisp
5aeff9aff5
vk_renderpass_cache: Initial implementation
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The renderpass cache is used to avoid creating renderpasses on each
draw. The hashed structure is not currently optimized.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
322d6a0311
vk_update_descriptor: Initial implementation
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The update descriptor is used to store in flat memory a large chunk of
staging data used to update descriptor sets through templates. It
provides a push interface to easily insert descriptors following the
current pipeline. The order used in the descriptor update template has
to be implicitly followed. We can catch bugs here using validation
layers.
2020-01-06 18:28:32 -03:00
ReinUsesLisp
5b01f80a12
vk_stream_buffer/vk_buffer_cache: Avoid halting and use generic cache
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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.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
ceb851b590
vk_memory_manager: Misc changes
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* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.
* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.
* Improve messages on exceptional situations.
* Fix typos "requeriments" -> "requirements".
* Small style changes.
2020-01-06 18:13:41 -03:00
ReinUsesLisp
85bb6a6f08
vk_buffer_cache: Temporarily remove buffer cache
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This is intended for a follow up commit to avoid circular dependencies.
2020-01-06 17:58:46 -03:00
bunnei
984563b773
Merge pull request #3277 from ReinUsesLisp/make-current
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yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
2020-01-06 14:09:19 -05:00
ReinUsesLisp
8306703a7d
yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
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MakeCurrent is a costly (according to Nsight's profiler it takes a tenth
of a millisecond to complete), and we don't have a reason to call it
because:
- Qt no longer signals a warning if it's not called
- yuzu no longer supports macOS
2020-01-06 14:02:47 -03:00
bunnei
09908207fb
Merge pull request #3261 from degasus/page_table
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core/memory + arm/dynarmic: Use a global offset within our arm page table.
2020-01-06 11:56:59 -05:00
bunnei
89fc75d769
Merge pull request #3257 from degasus/no_busy_loops
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video_core: Block in WaitFence.
2020-01-06 00:09:57 -05:00
Fernando Sahmkow
56e450a3f7
Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
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vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
bunnei
6fe51f398f
Merge pull request #2945 from FernandoS27/fix-bcat
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nifm: Only return that there's an internet connection when there's a BCATServer
2020-01-05 02:17:16 -05:00
bunnei
be5c149d37
service: time: Implement GetStandardLocalSystemClock.
2020-01-04 22:18:54 -05:00
bunnei
cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
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Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
bunnei
361285add9
time: Remove overflow error checking (currently breaks ADO builds).
2020-01-04 13:48:31 -05:00
bunnei
a4e840181c
service: time: Implement GetClockSnapshotFromSystemClockContext.
2020-01-04 13:48:30 -05:00
bunnei
fab2607c6b
service: time: Implement IsStandardNetworkSystemClockAccuracySufficient.
2020-01-04 13:48:30 -05:00
bunnei
4414640285
system_archive: Add a basic HLE implementation for time zone binary.
2020-01-04 13:48:29 -05:00
bunnei
78f977c980
service: time: Rewrite implementation of glue services.
2020-01-04 13:48:29 -05:00
Fernando Sahmkow
3dd6b55851
Shader_IR: Address Feedback
2020-01-04 14:40:57 -04:00
bunnei
5135b74179
core: Initialize several structs that make use of Common::UUID.
2020-01-04 13:29:55 -05:00
Fernando Sahmkow
a1667a7b46
Shader_IR: Implement TXD Array.
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This commit extends the compilation of TXD to support array samplers on
TXD.
2020-01-04 13:28:02 -04:00
bunnei
64c5631579
service: vi: Implement CloseLayer.
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- Needed for Undertale.
2020-01-04 00:45:06 -05:00
Rodrigo Locatti
6e347d8d1b
Update src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
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Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03 17:34:30 -03:00
bunnei
624a0f7f3f
Merge pull request #3247 from FernandoS27/remap-fix
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NvServices: Correct Ioctl Remap.
2020-01-03 12:30:56 -05:00
ReinUsesLisp
0d6d8129c4
yuzu: Remove Maxwell debugger
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This was carried from Citra and wasn't really used on yuzu. It also adds
some runtime overhead. This commit removes it from yuzu's codebase.
2020-01-02 23:09:44 -03:00
bunnei
ae0e481677
Merge pull request #3243 from ReinUsesLisp/topologies
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maxwell_to_gl: Implement missing primitive topologies
2020-01-01 20:33:33 -05:00
ReinUsesLisp
1fe7df4517
vk_descriptor_pool: Initial implementation
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Create a large descriptor pool where we allocate all our descriptors
from. It has to be wide enough to support any pipeline, hence its large
numbers.
If the descritor pool is filled, we allocate more memory at that moment.
This way we can take advantage of permissive drivers like Nvidia's that
allocate more descriptors than what the spec requires.
2020-01-01 16:44:06 -03:00
Markus Wick
0986caa8d8
core/memory + arm/dynarmic: Use a global offset within our arm page table.
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This saves us two x64 instructions per load/store instruction.
TODO: Clean up our memory code. We can use this optimization here as well.
2020-01-01 12:24:54 +01:00
bunnei
028b2718ed
Merge pull request #3239 from ReinUsesLisp/p2r
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shader/p2r: Implement P2R Pr
2019-12-31 20:37:16 -05:00
Fernando Sahmkow
b3371ed09e
Shader_IR: add the ability to amend code in the shader ir.
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This commit introduces a mechanism by which shader IR code can be
amended and extended. This useful for track algorithms where certain
information can derived from before the track such as indexes to array
samplers.
2019-12-30 15:31:48 -04:00
Fernando Sahmkow
7bd447355f
Merge pull request #3248 from ReinUsesLisp/vk-image
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vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
Rodrigo Locatti
4cbb363d3f
vk_image: Avoid unnecesary equals
2019-12-30 13:28:23 -03:00
Fernando Sahmkow
287d5921cf
Merge pull request #3249 from ReinUsesLisp/vk-staging-buffer-pool
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vk_staging_buffer_pool: Add a staging pool for temporary operations
2019-12-30 12:25:59 -04:00
Markus Wick
cb9dd01ffd
video_core: Block in WaitFence.
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This function is called rarely and blocks quite often for a long time.
So don't waste power and let the CPU sleep.
This might also increase the performance as the other cores might be allowed to clock higher.
2019-12-30 13:04:53 +01:00
Rodrigo Locatti
f2c61bbe13
vk_staging_buffer_pool: Initialize last epoch to zero
2019-12-29 19:19:43 -03:00
Fernando Sahmkow
f846e3d6d0
Merge pull request #3250 from ReinUsesLisp/empty-fragment
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gl_rasterizer: Allow rendering without fragment shader
2019-12-28 14:33:53 -04:00
bunnei
8a76f816a4
Merge pull request #3228 from ReinUsesLisp/ptp
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shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26 21:43:44 -05:00
ReinUsesLisp
5b989f189f
gl_rasterizer: Allow rendering without fragment shader
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Rendering without a fragment shader is usually used in depth-only
passes.
2019-12-26 16:38:49 -03:00
ReinUsesLisp
3813af2f3c
vk_staging_buffer_pool: Add a staging pool for temporary operations
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The job of this abstraction is to provide staging buffers for temporary
operations. Think of image uploads or buffer uploads to device memory.
It automatically deletes unused buffers.
2019-12-25 18:12:17 -03:00