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path: root/src/video_core/engines/kepler_compute.cpp
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2023-08-27VideoCore: Implement DispatchIndirectFernando Sahmkow
2023-07-02Use spans over guest memory where possible instead of copying data.Kelebek1
2023-01-01DMAPusher: Improve collection of non executing methodsFernando Sahmkow
2022-11-29engines: Remove unnecessary castsLioncash
In a few cases we have some casts that can be trivially removed.
2022-10-06DMA & InlineToMemory Engines Rework.bunnei
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-19video_core: Reduce unused includesameerj
2022-01-29Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow
2021-07-22shader: Unify shader stage typesReinUsesLisp
2021-07-22shader: Remove old shader managementReinUsesLisp
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp
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.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp
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.
2020-08-22video_core: Initialize renderer with a GPUReinUsesLisp
Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp
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
2020-04-28Clang Format and Documentation.Fernando Sahmkow
2020-04-27VideoCore/Engines: Refactor Engines CallMethod.Fernando Sahmkow
2020-04-23Clang Format.Fernando Sahmkow
2020-04-23DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow
2020-03-18kepler_compute: Remove unused variablesReinUsesLisp
2020-03-09const_buffer_engine_interface: Store component typesReinUsesLisp
This is required for Vulkan. Sampling integer textures with float handles is illegal.
2020-02-28video_core: Reintroduce dirty flags infrastructureReinUsesLisp
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp
2020-01-24Shader_IR: Allow constant access of guest driver.Fernando Sahmkow
2020-01-24GPU: Implement guest driver profile and deduce texture handler sizes.Fernando Sahmkow
2019-11-22video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp
2019-10-28maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp
2019-10-25Shader_IR: Clang formatFernando Sahmkow
2019-10-25Shader_IR: allow lookup of texture samplers within the shader_ir for ↵Fernando Sahmkow
instructions that don't provide it
2019-10-25VideoCore: Unify const buffer accessing along engines and provide ↵Fernando Sahmkow
ConstBufferLocker class to shaders.
2019-09-05kepler_compute: Implement texture queriesReinUsesLisp
2019-07-22Merge pull request #2734 from ReinUsesLisp/compute-shadersbunnei
gl_rasterizer: Implement compute shaders
2019-07-17Maxwell3D: Rework the dirty system to be more consistant and scaleableFernando Sahmkow
2019-07-15gl_rasterizer: Implement compute shadersReinUsesLisp
2019-04-23Corrections and stylingFernando Sahmkow
2019-04-22Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow
2019-03-05video_core/engines: Remove unnecessary includesLioncash
Removes a few unnecessary dependencies on core-related machinery, such as the core.h and memory.h, which reduces the amount of rebuilding necessary if those files change. This also uncovered some indirect dependencies within other source files. This also fixes those.
2019-02-10kepler_compute: Fixup assert and rename enginesReinUsesLisp
When I originally added the compute assert I used the wrong documentation. This addresses that. The dispatch register was tested with homebrew against hardware and is triggered by some games (e.g. Super Mario Odyssey). What exactly is missing to get a valid program bound by this engine requires more investigation.