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async_shaders: Increase Async worker thread count for >8 thread cpus
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Adds 1 async worker thread for every 2 available threads above 8
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Trivially add the encoding for this.
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TMML takes an array argument that has no known meaning, this one appears
as the first component in gpr8 followed by s, t and r. Skip this
component when arrays are being used. Also implement CUBE texture types.
- Used by Pikmin 3: Deluxe Demo.
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shader/registry: Make use of designated initializers where applicable
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arithmetic_integer_immediate: Make use of std::move where applicable
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Same behavior, minus any redundant atomic reference count increments and
decrements.
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renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
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Using statements already make these unnecessary.
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Same behavior, less repetition.
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Places data structures where they'll eventually be moved to to avoid
needing to even move them in the first place.
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Avoids unnecessary atomic increments and decrements.
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Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.
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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.
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decoder/texture: Eliminate narrowing conversion in GetTldCode()
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Fortunately this didn't result in any issues, given the block that code
was falling through to would immediately break.
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The assignment was previously truncating a u64 value to a bool.
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This forces us to fix all -Wswitch warnings in video_core.
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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.
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async_shaders: Mark getters as const member functions
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shader/memory: Amend UNIMPLEMENTED_IF_MSG without a message
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While we're at it, we can also mark them as nodiscard.
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vulkan_renderer: Async shader/graphics pipeline compilation
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Addressing feedback from Rodrigo
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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We need to provide a message for this variant of the macro, so we can
simply log out the type being used.
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Prevents pessimization of the move constructor (which thankfully didn't
actually happen in practice here, given std::thread isn't copyable).
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video_core: Allow copy elision to take place where applicable
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decode/other: Implement S2R.LaneId
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Removes const from some variables that are returned from functions, as
this allows the move assignment/constructors to execute for them.
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video_core: Fix, add and rename pixel formats
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This maps to host's thread id.
- Fixes graphical issues on Paper Mario.
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Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
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shader/half_set: Implement HSET2_IMM
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decode/image: Implement B10G11R11F
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Add HSET2_IMM. Due to the complexity of the encoding avoid using
BitField unions and read the relevant bits from the code itself.
This is less error prone.
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- Used by Kirby Star Allies
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* boost::hash_value returns a size_t
* boost::hash_combine takes a size_t& argument
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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
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