Commit graph

150 commits

Author SHA1 Message Date
Fernando Sahmkow
56e450a3f7
Merge pull request #3264 from ReinUsesLisp/vk-descriptor-pool
vk_descriptor_pool: Initial implementation
2020-01-05 15:54:41 -04:00
bunnei
cd0a7dfdbc
Merge pull request #3258 from FernandoS27/shader-amend
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04 14:05:17 -05:00
Fernando Sahmkow
3dd6b55851 Shader_IR: Address Feedback 2020-01-04 14:40:57 -04:00
Rodrigo Locatti
6e347d8d1b
Update src/video_core/renderer_vulkan/vk_descriptor_pool.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03 17:34:30 -03:00
ReinUsesLisp
1fe7df4517 vk_descriptor_pool: Initial implementation
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.
2020-01-01 16:44:06 -03:00
Fernando Sahmkow
b3371ed09e Shader_IR: add the ability to amend code in the shader ir.
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.
2019-12-30 15:31:48 -04:00
Fernando Sahmkow
7bd447355f
Merge pull request #3248 from ReinUsesLisp/vk-image
vk_image: Add an image object abstraction
2019-12-30 14:25:14 -04:00
Rodrigo Locatti
4cbb363d3f
vk_image: Avoid unnecesary equals 2019-12-30 13:28:23 -03:00
Rodrigo Locatti
f2c61bbe13
vk_staging_buffer_pool: Initialize last epoch to zero 2019-12-29 19:19:43 -03:00
ReinUsesLisp
3813af2f3c
vk_staging_buffer_pool: Add a staging pool for temporary operations
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.
2019-12-25 18:12:17 -03:00
ReinUsesLisp
c83bf7cd1e
vk_image: Add an image object abstraction
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.
2019-12-25 18:00:16 -03:00
ReinUsesLisp
b9e3f5eb36
fixed_pipeline_state: Define symetric operator!= and mark as noexcept
Marks as noexcept Hash, operator== and operator!= for consistency.
2019-12-24 18:24:08 -03:00
ReinUsesLisp
4a3026b16b
fixed_pipeline_state: Define structure and loaders
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.
2019-12-22 22:59:11 -03:00
bunnei
1e76655f83
Merge pull request #3238 from ReinUsesLisp/vk-resource-manager
vk_resource_manager: Catch device losses and other changes
2019-12-22 15:57:16 -05:00
Fernando Sahmkow
3dc585d011
Merge pull request #3237 from ReinUsesLisp/vk-shader-decompiler
vk_shader_decompiler: Misc changes
2019-12-22 12:36:56 -04:00
Fernando Sahmkow
aea978e037
Merge pull request #3230 from ReinUsesLisp/vk-emu-shaders
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22 11:23:09 -04:00
ReinUsesLisp
af93909c9c
vk_shader_decompiler: Use Visit instead of reimplementing it
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.
2019-12-20 21:36:25 -03:00
ReinUsesLisp
e41da22c8d
vk_resource_manager: Add entry to VKFence to test its usage 2019-12-19 16:31:34 -03:00
ReinUsesLisp
ec983a2451
vk_reosurce_manager: Add assert for releasing fences
Notify the programmer when a request to release a fence is invalid
because the fence is already free.
2019-12-19 16:31:34 -03:00
ReinUsesLisp
6ddffa010a
vk_resource_manager: Implement VKFenceWatch move constructor
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.
2019-12-19 16:31:34 -03:00
ReinUsesLisp
54747d60bc
vk_device: Add entry to catch device losses
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.
2019-12-19 16:31:33 -03:00
ReinUsesLisp
2a63b3bdb9
vk_shader_decompiler: Fix full decompilation
When full decompilation was enabled, labels were not being inserted and
instructions were misused. Fix these bugs.
2019-12-19 16:24:45 -03:00
ReinUsesLisp
de918ebeb0
vk_shader_decompiler: Skip NDC correction when it is native
Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
2019-12-19 16:24:45 -03:00
ReinUsesLisp
485c21eac3
vk_shader_decompiler: Normalize output fragment attachments
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.
2019-12-19 16:24:45 -03:00
ReinUsesLisp
f4a25f854c
vk_device: Add query for RGBA8Uint 2019-12-19 02:08:29 -03:00
ReinUsesLisp
abb33d4aec
vk_shader_decompiler: Update sirit and implement Texture AOFFI 2019-12-19 01:42:13 -03:00
bunnei
d53cf05513
Merge pull request #3221 from ReinUsesLisp/vk-scheduler
vk_scheduler: Delegate commands to a worker thread and state track
2019-12-18 22:04:08 -05:00
ReinUsesLisp
b52297767e
renderer_vulkan/shader: Add helper GLSL shaders
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.
2019-12-16 17:59:08 -03:00
ReinUsesLisp
e3ea583893
maxwell_to_vk: Improve image format table and add more formats
A1B5G5R5 uses A1R5G5B5. This is flipped with image view swizzles;
flushing is still not properly implemented on Vulkan for this particular
format.
2019-12-13 03:12:29 -03:00
ReinUsesLisp
f27b21077d
maxwell_to_vk: Implement more vertex formats 2019-12-13 03:12:28 -03:00
ReinUsesLisp
8db8631d81
maxwell_to_vk: Implement more primitive topologies
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.
2019-12-13 03:12:28 -03:00
ReinUsesLisp
15513f0801
maxwell_to_vk: Approach GL_CLAMP closer to the GL spec
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.
2019-12-13 03:12:28 -03:00
ReinUsesLisp
f845df8651
maxwell_to_vk: Use VK_EXT_index_type_uint8 when available 2019-12-13 02:37:23 -03:00
ReinUsesLisp
2df9a2dcaf
vk_scheduler: Delegate commands to a worker thread and state track
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.
2019-12-13 02:24:48 -03:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
233ed96a5c
vk_shader_decompiler: Fix build issues on old gcc versions 2019-12-10 01:55:38 -03:00
ReinUsesLisp
d30cf51d7d
vk_shader_decompiler: Reduce YNegate's severity 2019-12-09 23:52:28 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId 2019-12-09 23:52:28 -03:00
ReinUsesLisp
ecbfa416f0
vk_shader_decompiler: Misc changes
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.
2019-12-09 23:51:57 -03:00
ReinUsesLisp
19ce0d4f1a
vk_device: Misc changes
- 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.
2019-12-09 01:04:48 -03:00
ReinUsesLisp
7ea362e134
externals: Update Vulkan-Headers 2019-12-08 22:08:19 -03:00
ReinUsesLisp
f632d00eb1
vk_swapchain: Add support for swapping sRGB
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.
2019-12-06 22:42:08 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Lioncash
3f08e8d8d4 core/memory: Migrate over GetPointer()
With all of the interfaces ready for migration, it's trivial to migrate
over GetPointer().
2019-11-26 21:55:38 -05:00
Lioncash
536fc7f0ea core: Prepare various classes for memory read/write migration
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.
2019-11-26 21:55:37 -05:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType 2019-11-22 21:28:48 -03:00
ReinUsesLisp
48a1687f51
texture_cache: Drop abstracted ComponentType
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.
2019-11-14 18:21:42 -03:00
Fernando Sahmkow
cd0f5dfc17 Shader_IR: Implement TXD instruction. 2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa Shader_IR: Implement FLO instruction. 2019-11-14 11:15:27 -04:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD 2019-11-07 20:08:41 -03:00