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We were accidentaly creating an object in an unaligned memory address.
Fix this by manually aligning the offset.
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video_core: Silence the remaining gcc warnings and enforce them
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vk_texture_cache: Support image store on sRGB images with VkImageViewUsageCreateInfo
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VkImageViewUsageCreateInfo
Vulkan 1.0 didn't support creating sRGB image views on an ABGR8 VkImage
with storage usage bits. VK_KHR_maintenance2 addressed this allowing to
reduce the usage bits on a VkImageView.
To allow image store on non-sRGB image views when the VkImage is created
with sRGB, always create VkImages without sRGB and add the sRGB format
on the view.
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The VertexA stage is not yet implemented, but Vulkan is adding its
descriptors, causing a discrepancy in the pushed descriptors and the
template. This generally ends up in a driver side crash.
Bypass the VertexA stage for now.
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vk_shader_decompiler: Show comments as OpUndef with a type
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Silence the new validation layer error about SPIR-V not allowing OpUndef
on a OpTypeVoid, even when the SPIR-V spec doesn't say anything against
it.
They will be inserted as an undefined int to avoid SPIRV-Cross and
validation errors, but only when a debugging tool is attached.
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Use the Download memory type where it matters.
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Allow users of the allocator to hint memory usage for downloads. This
removes the non-descriptive boolean passed for "host visible" or not
host visible memory commits, and uses an enum to hint device local,
upload and download usages.
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Allow using the abstraction from the OpenGL backend.
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"Memory manager" collides with the guest GPU memory manager, and a
memory allocator sounds closer to what the abstraction aims to be.
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Fix a bug where the memory allocator could leave gaps between commits.
To fix this the allocation algorithm was reworked, although it's still
short in number of lines of code.
Rework the allocation API to self-contained movable objects instead of
naively using an unique_ptr to do the job for us. Remove the VK prefix.
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vk_fence_manager: Use timeline semaphores instead of spin waits
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renderer_vulkan/fixed_pipeline_state: Move enabled bindings to static state
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With timeline semaphores we can avoid creating objects. Instead of
creating an event, grab the current tick from the scheduler and flush
the current command buffer. When the fence has to be queried/waited, we
can do so against the master semaphore instead of spinning on an event.
If Vulkan supported NVN like events or fences, we could signal from the
command buffer and wait for that without splitting things in two
separate command buffers.
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gl_texture_cache: Avoid format views on Intel and AMD
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vulkan_common: Move device abstraction to the common directory and allow surfaceless devices
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vk_rasterizer: Skip binding empty descriptor sets on compute
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Fixes unit tests where compute shaders had no descriptors in the set,
making Vulkan drivers crash when binding an empty set.
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Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
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The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
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vulkan_common: Move reusable Vulkan abstractions to a separate directory
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For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.
Add missing documentation.
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This makes easier to add and tune the required device limits.
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VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.
By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
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The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
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Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
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Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
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Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
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Initialize debug callbacks (messenger) from a separate file. This allows
sharing code with different backends.
Change our Vulkan error handling to use exceptions instead of error
codes, simplifying the initialization process.
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Simplify Vulkan's backend initialization code by moving it to a separate
file, allowing us to initialize a Vulkan instance from different
backends.
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vulkan_common/vulkan_wrapper.h
Allows sharing Vulkan wrapper code between different rendering backends.
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Allows us to initialize a Vulkan dynamic library from different backends
without duplicating code.
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Silences a -Wmaybe-uninitialized warning
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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.
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Without using VK_EXT_robustness2, we can't consider the 'enabled' (not
null) vertex buffers as dynamic state, as this leads to invalid Vulkan
state. Move this to static state that is always hashed and compared in
the pipeline key.
The bits for enabled vertex buffers are moved into the attribute state
bitfield. This is not 'correct' as it's not an attribute state, but that
struct has bits to spare, and it's used in an array of 32 elements (the
exact same number of vertex buffer bindings).
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With C++20, we can use the more concise contains() member function
instead of comparing the result of the find() call with the end
iterator.
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fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.
Reduces the line noise a bit.
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renderer_vulkan: Add missing `override` specifier
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video_core: Resolve more variable shadowing scenarios pt.3
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The previous definition was:
#define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32))
In cases where `field_name` happens to refer to an array, Clang thinks
`sizeof(an array value) / sizeof(a type)` is an instance of the idiom
where `sizeof` is used to compute an array length. So it thinks the
type in the denominator ought to be the array element type, and warns if
it isn't, assuming this is a mistake.
In reality, `NUM` is not used to get array lengths at all, so there is no
mistake. Silence the warning by applying Clang's suggested workaround
of parenthesizing the denominator.
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