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path: root/src/video_core/rasterizer_interface.h
AgeCommit message (Collapse)Author
2024-01-31video_core: simplify accelerated surface fetch and crop handling between APIsLiam
2024-01-18SMMU: Initial adaptation to video_core.Fernando Sahmkow
2023-12-19gl_rasterizer: Implement DrawTransformFeedback macroAmeer J
2023-12-17Revert "video_core: use interval map for page count tracking"liamwhite
2023-12-14video_core: use interval map for page count trackingLiam
2023-09-23Query Cache: address issuesFernando Sahmkow
2023-09-23Query Cachge: Fully rework Vulkan's query cacheFernando Sahmkow
2023-06-28Memory Tracking: Optimize tracking to only use atomic writes when contested ↵Fernando Sahmkow
with the host GPU
2023-05-07GPU: Add Reactive flushingFernando Sahmkow
2023-01-19Merge pull request #9556 from vonchenplus/draw_textureliamwhite
video_core: Implement maxwell3d draw texture method
2023-01-05BufferBase: Don't ignore GPU pages.Fernando Sahmkow
2023-01-05video_core: Cache GPU internal writes.Fernando Sahmkow
2023-01-05video_core: Implement opengl/vulkan draw_textureFeng Chen
2023-01-01Rasterizer: Setup skeleton for Host Conditional renderingFernando Sahmkow
2023-01-01RasterizerMemory: Add filtering for flushing/invalidation operations.Fernando Sahmkow
2023-01-01MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Fernando Sahmkow
2023-01-01MacroHLE: Add MultidrawIndirect HLE Macro.Fernando Sahmkow
2022-11-22general: fix compile for Apple ClangLiam
2022-11-17maxwell3d: full HLE for multi-layer clearsLiam
2022-10-21video_coare: Reimplementing the maxwell drawing trigger mechanismFengChen
2022-10-06DMA & InlineToMemory Engines Rework.bunnei
2022-10-06VideoCore: Refactor fencing system.Fernando Sahmkow
2022-10-06Texture cache: Fix the remaining issues with memory mnagement and unmapping.Fernando Sahmkow
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow
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.
2022-02-01Rasterizer: Refactor inlineToMemory.Fernando Sahmkow
2022-01-29Rasterizer: Implement Inline2Memory Acceleration.Fernando Sahmkow
2021-07-22shader: Remove old shader managementReinUsesLisp
2021-07-12accelerateDMA: Fixes and feedback.Fernando Sahmkow
2021-07-11accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow
2021-07-09Fence Manager: Add fences on Reference Count.Fernando Sahmkow
2021-07-04Texture Cache: Address feedback.Fernando Sahmkow
2021-07-04Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow
2021-06-22bootmanager: Use std::stop_source for stopping emulationReinUsesLisp
Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback.
2021-06-01buffer_cache: Simplify uniform disabling logicameerj
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.
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.
2020-11-17rasterizer_interface: Make use of [[nodiscard]] where applicableLioncash
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
2020-04-22Address Feedback.Fernando Sahmkow
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow
2020-04-22OpenGL: Implement Fencing backend.Fernando Sahmkow
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow
2020-04-06GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow
2020-03-09yuzu/loading_screen: Remove unused shader progress modeReinUsesLisp
2020-02-28video_core: Reintroduce dirty flags infrastructureReinUsesLisp
2020-02-19Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawbunnei
maxwell_3d: Unify draw methods