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path: root/src/video_core/engines/kepler_compute.h
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2023-08-27VideoCore: Implement DispatchIndirectFernando Sahmkow
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.
2022-04-23general: 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
2021-07-22shader: Primitive Vulkan integrationReinUsesLisp
2021-07-22shader: Remove old shader managementReinUsesLisp
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.
2021-01-15common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp
INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
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
2020-04-23DMAPusher: Propagate multimethod writes into the engines.Fernando Sahmkow
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
2019-11-22gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp
Local memory size in compute shaders was stubbed with an arbitary size. This commit specializes local memory size from guest GPU parameters.
2019-11-22gl_shader_cache: Specialize shader workgroupReinUsesLisp
Drop the usage of ARB_compute_variable_group_size and specialize compute shaders instead. This permits compute to run on AMD and Intel proprietary drivers.
2019-11-03common_func: Use std::array for INSERT_PADDING_* macros.bunnei
- Zero initialization here is useful for determinism.
2019-10-28maxwell_3d/kepler_compute: Remove unused arguments in GetTextureReinUsesLisp
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
2019-06-07kepler_compute: Use std::array for cbuf infoReinUsesLisp
2019-06-07kepler_compute: Fix block_dim_x encodingReinUsesLisp
2019-05-01Refactors and name corrections.Fernando Sahmkow
2019-04-23Add Documentation Headers to all the GPU EnginesFernando Sahmkow
2019-04-22Introduce skeleton of the GPU Compute Engine.Fernando Sahmkow
2019-04-05video_core/engines: Make memory manager members privateLioncash
These aren't used externally by anything, so they can be made private data members.
2019-04-05video_core/engines: Remove unnecessary inclusions where applicableLioncash
Replaces header inclusions with forward declarations where applicable and also removes unused headers within the cpp file. This reduces a few more dependencies on core/memory.h
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.