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path: root/Ryujinx.Graphics.Gpu/Engine/Compute.cs
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2021-01-17Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)riperiperi
* Initial implementation of buffer flush (VERY WIP) * Host shaders need to be rebuilt for the SSBO write flag. * New approach with reserved regions and gl sync * Fix a ton of buffer issues. * Remove unused buffer unmapped behaviour * Revert "Remove unused buffer unmapped behaviour" This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece. * Delete modified ranges on unmap Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap. * Cache some more delegates. * Dispose Sync on Close * Also create host sync for GPFifo syncpoint increment. * Copy buffer optimization, add docs * Fix race condition with OpenGL Sync * Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle * Performance: Only flush individual pages of SSBO at a time This avoids flushing large amounts of data when only a small amount is actually used. * Signal Modified rather than flushing after clear * Fix some docs and code style. * Introduce a new test for tracking memory protection. Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master) * Address Comments * Add host sync for SetReference This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise. * Make PageAlign static * Re-enable read tracking, for reads.
2020-11-13Salieri: shader cache (#1701)Mary
Here come Salieri, my implementation of a disk shader cache! "I'm sure you know why I named it that." "It doesn't really mean anything." This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-09Simplify logic for bindless texture handling (#1667)gdkchan
* Simplify logic for bindless texture handling * Nits
2020-11-08Use explicit buffer and texture bindings on shaders (#1666)gdkchan
* Use explicit buffer and texture bindings on shaders * More XML docs and other nits
2020-10-20Fix image binding format (#1625)gdkchan
* Fix image binding format * XML doc
2020-07-25Remove GPU MemoryAccessor (#1423)gdkchan
* Remove GPU MemoryAccessor * Update outdated XML doc * Update more outdated stuff
2020-07-12New NVDEC and VIC implementation (#1384)gdkchan
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
2020-07-07Implement Zero-Configuration Resolution Scaling (#1365)riperiperi
* Initial implementation of Render Target Scaling Works with most games I have. No GUI option right now, it is hardcoded. Missing handling for texelFetch operation. * Realtime Configuration, refactoring. * texelFetch scaling on fragment shader (WIP) * Improve Shader-Side changes. * Fix potential crash when no color/depth bound * Workaround random uses of textures in compute. This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything. * Fix scales oscillating when changing between non-native scales. * Scaled textures on compute, cleanup, lazier uniform update. * Cleanup. * Fix stupidity * Address Thog Feedback. * Cover most of GDK's feedback (two comments remain) * Fix bad rename * Move IsDepthStencil to FormatExtensions, add docs. * Fix default config, square texture detection. * Three final fixes: - Nearest copy when texture is integer format. - Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error) - Discount small textures. * Remove scale threshold. Not needed right now - we'll see if we run into problems. * All CPU modification blacklists scale. * Fix comment.
2020-07-04Fix compute restore of previous shader state (#1352)gdkchan
2020-06-22Fix regression caused by wrong SB descriptor offset (#1316)gdkchan
2020-05-27Support separate textures and samplers (#1216)gdkchan
* Support separate textures and samplers * Add missing bindless flag, fix SNORM format on buffer textures * Add missing separation * Add comments about the new handles
2020-05-06Refactor shader GPU state and memory access (#1203)gdkchan
* Refactor shader GPU state and memory access * Fix NVDEC project build * Address PR feedback and add missing XML comments
2020-04-22Implement SULD shader instruction (#1117)gdkchan
* Implement SULD shader instruction * Some nits
2020-02-11Support compute uniform buffers emulated with global memory (#924)gdkchan
2020-02-02Use correct shader local memory size instead of a hardcoded size (#914)gdkchan
* Use correct shader local size instead of a hardcoded size * Remove unused uniform block * Update XML doc * Local memory size has 23 bits on maxwell * Generate compute QMD struct from nv open doc header * Remove dummy arrays when shared or local memory is not used, other improvements
2020-01-13Add a GetSpan method to the memory manager and use it on GPU (#877)gdkchan
2020-01-09GPU resource disposalgdkchan
2020-01-09Add XML documentation to Ryujinx.Graphics.Gpu.Enginegdkchan
2020-01-09Some code cleanupgdkchan
2020-01-09Reimplement limited bindless textures supportgdkchan
2020-01-09Support texture rectangle targets (non-normalized coords)gdkchan
2020-01-09Use correct shared memory size (in words, not bytes)gdkchan
2020-01-09Ensure a valid shared memory size is usedgdkchan
2020-01-09Use dispatch params shared memory size when availablegdkchan
2020-01-09Initial support for the guest OpenGL driver (NVIDIA and Nouveau)gdkchan
2020-01-09Correct ordering of compute buffer bindgdk
2020-01-09Separate sub-channel stategdk
2020-01-09Invalidate shaders when they are modifiedgdk
2020-01-09Add per-source type memory change tracking, simplified state change ↵gdk
tracking, other fixes
2020-01-09Initial support for image stores, support texture sample on computegdk
2020-01-09Initial workgdk