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path: root/src/video_core/renderer_vulkan/wrapper.h
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2020-12-31vulkan_common: Rename renderer_vulkan/wrapper.h to ↵ReinUsesLisp
vulkan_common/vulkan_wrapper.h Allows sharing Vulkan wrapper code between different rendering backends.
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.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.2Lioncash
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-10-19Merge pull request #4204 from ReinUsesLisp/vulkan-1.0bunnei
renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp
This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
2020-08-20renderer_vulkan: Create a Vulkan 1.0 instance when 1.1 is not availableReinUsesLisp
This commit doesn't make yuzu compatible with Vulkan 1.0 yet, it only creates an 1.0 instance.
2020-08-16Vk Async pipeline compilationameerj
2020-08-13General: Tidy up clang-format warnings part 2Lioncash
2020-07-07Merge pull request #4150 from ReinUsesLisp/dynamic-state-implbunnei
vulkan: Use VK_EXT_extended_dynamic_state when available
2020-06-26renderer_vulkan/wrapper: Add VK_EXT_extended_dynamic_state functionsReinUsesLisp
2020-06-22renderer_vulkan: Update validation layer name and test before enablingReinUsesLisp
Update validation layer string to VK_LAYER_KHRONOS_validation. While we are at it, properly check for available validation layers before enabling them.
2020-06-19vulkan/wrapper: Remove noexcept from GetSurfaceCapabilitiesKHR()Lioncash
Check() can throw an exception if the Vulkan result isn't successful. We remove the check so that std::terminate isn't outright called and allows for better debugging (should it ever actually fail).
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).
2020-04-22Merge pull request #3677 from FernandoS27/better-syncbunnei
Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22vk_fence_manager: Initial implementationReinUsesLisp
2020-04-14renderer_vulkan: Integrate Nvidia Nsight Aftermath on WindowsReinUsesLisp
Adds optional support for Nsight Aftermath. It is enabled through ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided by the environment variable NSIGHT_AFTERMATH_SDK. Nsight Aftermath allows an application to generate "minidumps" of the GPU state when a device loss happens. By analysing these on Nsight we can know what a game was doing and why it triggered a device loss. The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this directory is deleted every time a new instance is initialized with Nsight enabled. To enable it on yuzu there has a to be a driver and device capable of running Nsight Aftermath on Vulkan. That means only Turing based GPUs on the latest stable driver, beta drivers won't work for now. It is manually enabled in Configuration>Debug>Enable Graphics Debugging because when using all debugging capabilities there is a runtime cost.
2020-04-13renderer_vulkan: Remove Nvidia checkpointsReinUsesLisp
2020-04-13renderer_vulkan: Catch device losses in more placesReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add vkEnumerateInstanceExtensionProperties wrapperReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add command buffer handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add physical device handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add device handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add swapchain handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add fence handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add device memory handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add pool handlesReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add buffer and image handlesReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add queue handleReinUsesLisp
2020-03-31renderer_vulkan/wrapper: Add instance handleReinUsesLisp
2020-03-28renderer_vulkan/wrapper: Address feedbackReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add owning handlesReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add pool allocations owning templated classReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add owning handle templated classReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add destroy and free overload setReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add dispatch table and loadersReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add exception classReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add ToString function for VkResultReinUsesLisp
2020-03-27renderer_vulkan/wrapper: Add Vulakn wrapper and a span helperReinUsesLisp
The intention behind a Vulkan wrapper is to drop Vulkan-Hpp. The issues with Vulkan-Hpp are: - Regular breaks of the API. - Copy constructors that do the same as the aggregates (fixed recently) - External dynamic dispatch that is hard to remove - Alias KHR handles with non-KHR handles making it impossible to use smart handles on Vulkan 1.0 instances with extensions that were included on Vulkan 1.1. - Dynamic dispatchers silently change size depending on preprocessor definitions. Different files will have different dispatch definitions, generating all kinds of hard to debug memory issues. In other words, Vulkan-Hpp is not "production ready" for our needs and this wrapper aims to replace it without losing RAII and exception safety.