aboutsummaryrefslogtreecommitdiff
path: root/src/video_core/shader
AgeCommit message (Collapse)Author
2020-11-01Merge pull request #4865 from ameerj/async-threadcountbunnei
async_shaders: Increase Async worker thread count for >8 thread cpus
2020-10-29async_shaders: Increase Async worker thread count for 8+ thread cpusameerj
Adds 1 async worker thread for every 2 available threads above 8
2020-10-28shader/arithmetic: Implement FCMP immediate + register variantReinUsesLisp
Trivially add the encoding for this.
2020-10-07shader/texture: Implement CUBE texture type for TMML and fix arraysReinUsesLisp
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.
2020-09-26Merge pull request #4703 from lioncash/desig7bunnei
shader/registry: Make use of designated initializers where applicable
2020-09-24Merge pull request #4711 from lioncash/move5bunnei
arithmetic_integer_immediate: Make use of std::move where applicable
2020-09-24arithmetic_integer_immediate: Make use of std::move where applicableLioncash
Same behavior, minus any redundant atomic reference count increments and decrements.
2020-09-23Merge pull request #4674 from ReinUsesLisp/timeline-semaphoresbunnei
renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
2020-09-23shader/registry: Silence a -Wshadow warningLioncash
2020-09-23shader/registry: Remove unnecessary namespace qualifiersLioncash
Using statements already make these unnecessary.
2020-09-23shader/registry: Make use of designated initializers where applicableLioncash
Same behavior, less repetition.
2020-09-22control_flow: emplace elements in place within TryQuery()Lioncash
Places data structures where they'll eventually be moved to to avoid needing to even move them in the first place.
2020-09-22control_flow: Make use of std::move in InsertBranch()Lioncash
Avoids unnecessary atomic increments and decrements.
2020-09-22General: Make use of std::nullopt where applicableLioncash
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.
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.
2020-09-17Merge pull request #4672 from lioncash/narrowingRodrigo Locatti
decoder/texture: Eliminate narrowing conversion in GetTldCode()
2020-09-17decode/image: Eliminate switch fallthrough in DecodeImage()Lioncash
Fortunately this didn't result in any issues, given the block that code was falling through to would immediately break.
2020-09-17decoder/texture: Eliminate narrowing conversion in GetTldCode()Lioncash
The assignment was previously truncating a u64 value to a bool.
2020-09-16video_core: Enforce -Werror=switchReinUsesLisp
This forces us to fix all -Wswitch warnings in video_core.
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.
2020-09-03Merge pull request #4575 from lioncash/asyncbunnei
async_shaders: Mark getters as const member functions
2020-08-27Merge pull request #4524 from lioncash/memory-logbunnei
shader/memory: Amend UNIMPLEMENTED_IF_MSG without a message
2020-08-24async_shaders: Mark getters as const member functionsLioncash
While we're at it, we can also mark them as nodiscard.
2020-08-17Merge pull request #4443 from ameerj/vk-async-shadersDavid
vulkan_renderer: Async shader/graphics pipeline compilation
2020-08-16Remove unneeded newlines, optional Registry in shader paramsameerj
Addressing feedback from Rodrigo
2020-08-16Morph: Update worker allocation commentAmeer J
Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
2020-08-16move thread 1/4 count computation into allocate workers methodameerj
2020-08-16Address feedback, add shader compile notifier, update setting textameerj
2020-08-16Vk Async Worker directly emplace in cacheameerj
2020-08-16Address feedback. Bruteforce delete duplicatesameerj
2020-08-16Vk Async pipeline compilationameerj
2020-08-14shader/memory: Amend UNIMPLEMENTED_IF_MSG without a messageLioncash
We need to provide a message for this variant of the macro, so we can simply log out the type being used.
2020-08-14async_shaders: Resolve -Wpessimizing-move warningLioncash
Prevents pessimization of the move constructor (which thankfully didn't actually happen in practice here, given std::thread isn't copyable).
2020-08-13General: Tidy up clang-format warnings part 2Lioncash
2020-07-24Merge pull request #4391 from lioncash/nrvobunnei
video_core: Allow copy elision to take place where applicable
2020-07-21Merge pull request #4361 from ReinUsesLisp/lane-idRodrigo Locatti
decode/other: Implement S2R.LaneId
2020-07-21video_core: Allow copy elision to take place where applicableLioncash
Removes const from some variables that are returned from functions, as this allows the move assignment/constructors to execute for them.
2020-07-21Merge pull request #4324 from ReinUsesLisp/formatsbunnei
video_core: Fix, add and rename pixel formats
2020-07-18Fix style issuesDavid Marcec
2020-07-17Remove duplicate configDavid Marcec
2020-07-17Use conditional varDavid Marcec
2020-07-17async shadersDavid Marcec
2020-07-16decode/other: Implement S2R.LaneIdReinUsesLisp
This maps to host's thread id. - Fixes graphical issues on Paper Mario.
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-06-26Merge pull request #4147 from ReinUsesLisp/hset2-immbunnei
shader/half_set: Implement HSET2_IMM
2020-06-24Merge pull request #4083 from Morph1984/B10G11R11Fbunnei
decode/image: Implement B10G11R11F
2020-06-22shader/half_set: Implement HSET2_IMMReinUsesLisp
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.
2020-06-20decode/image: Implement B10G11R11FMorph
- Used by Kirby Star Allies
2020-06-18memory_util: boost hashes are size_tMerryMage
* boost::hash_value returns a size_t * boost::hash_combine takes a size_t& argument
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp
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