Commit Graph

14907 Commits

Author SHA1 Message Date
Rodrigo Locatti
2293e8a11a
Merge pull request #4034 from ReinUsesLisp/storage-texels
vk_rasterizer: Implement storage texels and atomic image operations
2020-06-07 18:43:24 -03:00
ReinUsesLisp
abcea1bb18 rasterizer_cache: Remove files and includes
The rasterizer cache is no longer used. Each cache has its own generic
implementation optimized for the cached data.
2020-06-07 04:32:57 -03:00
ReinUsesLisp
678f95e4f8 vk_pipeline_cache: Use generic shader cache
Trivial port the generic shader cache to Vulkan.
2020-06-07 04:32:57 -03:00
ReinUsesLisp
b96f65b62b gl_shader_cache: Use generic shader cache
Trivially port the generic shader cache to OpenGL.
2020-06-07 04:32:57 -03:00
ReinUsesLisp
dc27252352 shader_cache: Implement a generic shader cache
Implement a generic shader cache for fast lookups and invalidations.
Invalidations are cheap but expensive when a shader is invalidated.

Use two mutexes instead of one to avoid locking invalidations for
lookups and vice versa. When a shader has to be removed, lookups are
locked as expected.
2020-06-07 04:32:32 -03:00
Morph
03fad5ebe8 yuzu/frontend: Remove internal resolution option 2020-06-06 15:56:14 -04:00
bunnei
03fd5aa384
Merge pull request #4055 from ReinUsesLisp/nvidia-443-24
gl_device: Black list NVIDIA 443.24 for fast buffer uploads
2020-06-06 02:37:24 -04:00
ReinUsesLisp
e78d681a6c gl_device: Black list NVIDIA 443.24 for fast buffer uploads
Skip fast buffer uploads on Nvidia 443.24 Vulkan beta driver on OpenGL.
This driver throws the following error when calling BufferSubData or
BufferData on buffers that are candidates for fast constant buffer
uploads. This is the equivalens to push constants on Vulkan, except that
they can access the full buffer. The error:

Unknown internal debug message. The NVIDIA OpenGL driver has encountered
an out of memory error. This application might
behave inconsistently and fail.

If this error persists on future drivers, we might have to look deeper
into this issue. For now, we can black list it and log it as a temporary
solution.
2020-06-06 02:56:42 -03:00
ReinUsesLisp
354fbe701e renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
Avoids logging when it's not relevant. This can potentially reduce
driver's internal thread overhead.
2020-06-05 21:21:12 -03:00
bunnei
98671b4cfe
Merge pull request #4013 from ReinUsesLisp/skip-no-xfb
vk_rasterizer: Skip transform feedbacks when extension is unavailable
2020-06-05 11:14:36 -04:00
ReinUsesLisp
5b2b6d594c shader/texture: Join separate image and sampler pairs offline
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.

One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.

The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.

This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.

This invalidates OpenGL's disk shader cache :)

- Used mostly by D3D ports to Switch
2020-06-05 00:24:51 -03:00
ReinUsesLisp
e1438f8e91 shader/track: Move bindless tracking to a separate function 2020-06-04 23:02:55 -03:00
bunnei
22369df357
Merge pull request #4031 from Morph1984/fix-gs-outputs
gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
2020-06-04 15:18:51 -04:00
bunnei
624def4f38
Merge pull request #4044 from ogniK5377/handle-not-signalled-err
Downgrade "handle not signaled" error to trace
2020-06-04 12:23:40 -04:00
bunnei
34d4abc4f9
Merge pull request #4009 from ogniK5377/macro-jit-prod
video_core: Implement Macro JIT
2020-06-04 11:40:52 -04:00
David Marcec
c0d2e3212f Downgrade "handle not signaled" error to trace
clogs logs quite a bit
2020-06-04 22:27:15 +10:00
David Marcec
eca3d16e54 Default init labels and use initializer list for macro engine 2020-06-04 22:23:07 +10:00
bunnei
1b64fae912
Merge pull request #4039 from FearlessTobi/port-5376
Port citra-emu/citra#5376: "Actually save the input when clearing/resetting to default"
2020-06-03 21:49:31 -04:00
ReinUsesLisp
3d99b449d3 gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.

Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
2020-06-03 20:22:12 -03:00
bunnei
c647999c61
Merge pull request #4012 from ReinUsesLisp/mipmap-overlaps
texture_cache: Handle overlaps with multiple subresources
2020-06-03 12:17:25 -04:00
David Marcec
411f5527d4 Mark parameters as const 2020-06-03 16:33:38 +10:00
FearlessTobi
aaa4822fcb Actually save the input when clearing/resetting to default
Co-Authored-By: xperia64 <xperiancedapps@gmail.com>
2020-06-03 05:17:34 +02:00
bunnei
623b93a2b3
Merge pull request #4014 from ReinUsesLisp/astc-nvidia
gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
2020-06-02 17:43:33 -04:00
bunnei
23d3e4a3c4
Merge pull request #4032 from VolcaEM/xpad
hid: Stub GetXpadIDs
2020-06-02 16:46:47 -04:00
bunnei
597d8b4bd4
Merge pull request #4006 from ReinUsesLisp/squash-ubos
glsl: Squash constant buffers into a single SSBO when we hit the limit
2020-06-02 14:58:50 -04:00
LC
9a0c1456e3
Merge pull request #4016 from ReinUsesLisp/invocation-info
shader/other: Fix hardcoded value in S2R INVOCATION_INFO
2020-06-02 09:47:53 -04:00
LC
c5de3c1059
Merge pull request #4033 from ReinUsesLisp/vk-r16ui
maxwell_to_vk: Add R16UI image format
2020-06-02 09:42:49 -04:00
David Marcec
3a20e74f40 Pass by reference instead of copying parameters 2020-06-02 16:37:06 +10:00
ReinUsesLisp
866c1165af vk_shader_decompiler: Implement atomic image operations
Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
2020-06-02 02:20:02 -03:00
ReinUsesLisp
4a6b9a1a71 vk_rasterizer: Implement storage texels
This is the equivalent of an image buffer on OpenGL.

- Used by Octopath Traveler
2020-06-02 02:16:33 -03:00
ReinUsesLisp
3a59e724c9 maxwell_to_vk: Add R16UI image format
- Used by Octopath Traveler
2020-06-02 02:15:20 -03:00
bunnei
4511502ca6
Merge pull request #4001 from ReinUsesLisp/avoid-copies
buffer_cache: Avoid copying twice on certain cases
2020-06-01 16:59:17 -04:00
bunnei
bb6d93630f
Merge pull request #3998 from ReinUsesLisp/init-3d
maxwell_3d: Initialize more registers to their expected value
2020-06-01 16:11:56 -04:00
Morph
74f2e5f1a4 gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders 2020-06-01 15:35:44 -04:00
Morph
70188d69b0 gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01 15:34:05 -04:00
Rodrigo Locatti
3a6714ab7f
Merge pull request #4005 from ReinUsesLisp/g24r8
format_lookup_table: Implement G24S8 format as S8Z24
2020-06-01 16:07:58 -03:00
bunnei
6c0b1a9ee2
Merge pull request #3996 from ReinUsesLisp/front-faces
fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
2020-06-01 14:04:35 -04:00
VolcaEM
8c84a7e7ec
Clang-format 2020-06-01 19:42:54 +02:00
VolcaEM
4d10d3113f
hid: Stub GetXpadIDs
Allows Minecraft: Nintendo Switch Edition (a.k.a. old Minecraft) to boot and go ingame
2020-06-01 19:38:44 +02:00
ReinUsesLisp
0ee310ebdc gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.

While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
2020-05-31 21:34:34 -03:00
ReinUsesLisp
ee21e4ecd3 glsl: Squash constant buffers into a single SSBO when we hit the limit
Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
2020-05-31 21:33:49 -03:00
bunnei
e68ee43a1a
Merge pull request #3930 from ReinUsesLisp/animal-borders
vk_rasterizer: Implement constant attributes
2020-05-31 18:40:17 -04:00
bunnei
104b334e40
Update CMakeLists.txt 2020-05-31 18:35:36 -04:00
bunnei
0ac8848eae
Update CMakeLists.txt 2020-05-31 17:46:25 -04:00
bunnei
edbf3144d2
Merge pull request #3958 from FernandoS27/gl-debug
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-31 17:04:27 -04:00
bunnei
f7debcaa04
Merge pull request #3999 from ReinUsesLisp/opt-tex-cache
texture_cache: Optimize GetSurfacesInRegion
2020-05-31 17:02:29 -04:00
Rodrigo Locatti
a280822c82
Merge pull request #4025 from Morph1984/intel-proprietary-compute
gl_device: Enable compute shaders for Intel proprietary drivers
2020-05-31 16:45:21 -03:00
Morph
bb8ef38152 gl_device: Enable compute shaders for Intel proprietary drivers
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
2020-05-31 03:21:07 -04:00
bunnei
058ec22787
Merge pull request #3982 from ReinUsesLisp/membar-cts
shader/other: Implement MEMBAR.CTS
2020-05-30 11:51:42 -04:00
ReinUsesLisp
f2d1aa97ad shader/other: Fix hardcoded value in S2R INVOCATION_INFO
Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.

This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
2020-05-30 01:49:14 -03:00