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2020-01-04Shader_IR: Address FeedbackFernando Sahmkow
2020-01-03Update src/video_core/renderer_vulkan/vk_descriptor_pool.cppRodrigo Locatti
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-01vk_descriptor_pool: Initial implementationReinUsesLisp
Create a large descriptor pool where we allocate all our descriptors from. It has to be wide enough to support any pipeline, hence its large numbers. If the descritor pool is filled, we allocate more memory at that moment. This way we can take advantage of permissive drivers like Nvidia's that allocate more descriptors than what the spec requires.
2019-12-30Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers.
2019-12-30Merge pull request #3248 from ReinUsesLisp/vk-imageFernando Sahmkow
vk_image: Add an image object abstraction
2019-12-30vk_image: Avoid unnecesary equalsRodrigo Locatti
2019-12-29vk_staging_buffer_pool: Initialize last epoch to zeroRodrigo Locatti
2019-12-25vk_staging_buffer_pool: Add a staging pool for temporary operationsReinUsesLisp
The job of this abstraction is to provide staging buffers for temporary operations. Think of image uploads or buffer uploads to device memory. It automatically deletes unused buffers.
2019-12-25vk_image: Add an image object abstractionReinUsesLisp
This object's job is to contain an image and manage its transitions. Since Nvidia hardware doesn't know what a transition is but Vulkan requires them anyway, we have to state track image subresources individually. To avoid the overhead of tracking each subresource in images with many subresources (think of cubemap arrays with several mipmaps), this commit tracks when subresources have diverged. As long as this doesn't happen we can check the state of the first subresource (that will be shared with all subresources) and update accordingly. Image transitions are deferred to the scheduler command buffer.
2019-12-24fixed_pipeline_state: Define symetric operator!= and mark as noexceptReinUsesLisp
Marks as noexcept Hash, operator== and operator!= for consistency.
2019-12-22fixed_pipeline_state: Define structure and loadersReinUsesLisp
The intention behind this hasheable structure is to describe the state of fixed function pipeline state that gets compiled to a single graphics pipeline state object. This is all dynamic state in OpenGL but Vulkan wants it in an immutable state, even if hardware can edit it freely. In this commit the structure is defined in an optimized state (it uses booleans, has paddings and many data entries that can be packed to single integers). This is intentional as an initial implementation that is easier to debug, implement and review. It will be optimized in later stages, or it might change if Vulkan gets more dynamic states.
2019-12-22Merge pull request #3238 from ReinUsesLisp/vk-resource-managerbunnei
vk_resource_manager: Catch device losses and other changes
2019-12-22Merge pull request #3237 from ReinUsesLisp/vk-shader-decompilerFernando Sahmkow
vk_shader_decompiler: Misc changes
2019-12-22Merge pull request #3230 from ReinUsesLisp/vk-emu-shadersFernando Sahmkow
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-20vk_shader_decompiler: Use Visit instead of reimplementing itReinUsesLisp
ExprCondCode visit implements the generic Visit. Use this instead of that one. As an intended side effect this fixes unwritten memory usages in cases when a negation of a condition code is used.
2019-12-19vk_resource_manager: Add entry to VKFence to test its usageReinUsesLisp
2019-12-19vk_reosurce_manager: Add assert for releasing fencesReinUsesLisp
Notify the programmer when a request to release a fence is invalid because the fence is already free.
2019-12-19vk_resource_manager: Implement VKFenceWatch move constructorReinUsesLisp
This allows us to put VKFenceWatch inside a std::vector without storing it in heap. On move we have to signal the fences where the new protected resource is, adding some overhead.
2019-12-19vk_device: Add entry to catch device lossesReinUsesLisp
VK_NV_device_diagnostic_checkpoints allows us to push data to a Vulkan queue and then query it even after a device loss. This allows us to push the current pipeline object and see what was the call that killed the device.
2019-12-19vk_shader_decompiler: Fix full decompilationReinUsesLisp
When full decompilation was enabled, labels were not being inserted and instructions were misused. Fix these bugs.
2019-12-19vk_shader_decompiler: Skip NDC correction when it is nativeReinUsesLisp
Avoid changing gl_Position when the NDC used by the game is [0, 1] (Vulkan's native).
2019-12-19vk_shader_decompiler: Normalize output fragment attachmentsReinUsesLisp
Some games write from fragment shaders to an unexistant framebuffer attachment or they don't write to one when it exists in the framebuffer. Fix this by skipping writes or adding zeroes.
2019-12-19vk_device: Add query for RGBA8UintReinUsesLisp
2019-12-19vk_shader_decompiler: Update sirit and implement Texture AOFFIReinUsesLisp
2019-12-18Merge pull request #3221 from ReinUsesLisp/vk-schedulerbunnei
vk_scheduler: Delegate commands to a worker thread and state track
2019-12-16renderer_vulkan/shader: Add helper GLSL shadersReinUsesLisp
These shaders are used to specify code that is not dynamically generated in the Vulkan backend. Instead of packing it inside the build system, it's manually built and copied to the C++ file to avoid adding unnecessary build time dependencies. quad_array should be dropped in the future since it can be emulated with a memory pool generated from the CPU.
2019-12-13maxwell_to_vk: Improve image format table and add more formatsReinUsesLisp
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles; flushing is still not properly implemented on Vulkan for this particular format.
2019-12-13maxwell_to_vk: Implement more vertex formatsReinUsesLisp
2019-12-13maxwell_to_vk: Implement more primitive topologiesReinUsesLisp
Add an extra argument to query device capabilities in the future. The intention behind this is to use native quads, quad strips, line loops and polygons if these are released for Vulkan.
2019-12-13maxwell_to_vk: Approach GL_CLAMP closer to the GL specReinUsesLisp
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE and CLAMP_TO_BORDER depending on the filter mode used. It doesn't exactly behave like this, but it's the closest we can get with what Vulkan offers without emulating it by injecting shader code.
2019-12-13maxwell_to_vk: Use VK_EXT_index_type_uint8 when availableReinUsesLisp
2019-12-13vk_scheduler: Delegate commands to a worker thread and state trackReinUsesLisp
Introduce a worker thread approach for delegating Vulkan work derived from dxvk's approach. https://github.com/doitsujin/dxvk Now that the scheduler is what handles all Vulkan work related to command streaming, store state tracking in itself. This way we can know when to reupload Vulkan dynamic state to the queue (since this one is invalidated between command buffers unlike NVN). We can also store the renderpass state and graphics pipeline bound to avoid redundant binds and renderpass begins/ends.
2019-12-10shader: Implement MEMBAR.GLReinUsesLisp
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10vk_shader_decompiler: Fix build issues on old gcc versionsReinUsesLisp
2019-12-09vk_shader_decompiler: Reduce YNegate's severityReinUsesLisp
2019-12-09shader_ir/other: Implement S2R InvocationIdReinUsesLisp
2019-12-09vk_shader_decompiler: Misc changesReinUsesLisp
Update Sirit and its usage in vk_shader_decompiler. Highlights: - Implement tessellation shaders - Implement geometry shaders - Implement some missing features - Use native half float instructions when available.
2019-12-09vk_device: Misc changesReinUsesLisp
- Setup more features and requirements. - Improve logging for missing features. - Collect telemetry parameters. - Add queries for more image formats. - Query push constants limits. - Optionally enable some extensions.
2019-12-08externals: Update Vulkan-HeadersReinUsesLisp
2019-12-06vk_swapchain: Add support for swapping sRGBReinUsesLisp
We don't know until the game is running if it's using an sRGB color space or not. Add support for hot-swapping swapchain surface formats.
2019-12-06Merge pull request #3109 from FernandoS27/new-instrbunnei
Implement FLO & TXD Instructions on GPU Shaders
2019-11-26core/memory: Migrate over GetPointer()Lioncash
With all of the interfaces ready for migration, it's trivial to migrate over GetPointer().
2019-11-26core: Prepare various classes for memory read/write migrationLioncash
Amends a few interfaces to be able to handle the migration over to the new Memory class by passing the class by reference as a function parameter where necessary. Notably, within the filesystem services, this eliminates two ReadBlock() calls by using the helper functions of HLERequestContext to do that for us.
2019-11-22video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp
2019-11-14texture_cache: Drop abstracted ComponentTypeReinUsesLisp
Abstracted ComponentType was not being used in a meaningful way. This commit drops its usage. There is one place where it was being used to test compatibility between two cached surfaces, but this one is implied in the pixel format. Removing the component type test doesn't change the behaviour.
2019-11-14Shader_IR: Implement TXD instruction.Fernando Sahmkow
2019-11-14Shader_IR: Implement FLO instruction.Fernando Sahmkow
2019-11-07shader_ir/warp: Implement FSWZADDReinUsesLisp
2019-11-07gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsicsReinUsesLisp
2019-10-25Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.Fernando Sahmkow