Commit graph

4524 commits

Author SHA1 Message Date
ReinUsesLisp
354fbe701e renderer_opengl: Only enable DEBUG_OUTPUT when graphics debugging is enabled
Avoids logging when it's not relevant. This can potentially reduce
driver's internal thread overhead.
2020-06-05 21:21:12 -03:00
bunnei
98671b4cfe
Merge pull request #4013 from ReinUsesLisp/skip-no-xfb
vk_rasterizer: Skip transform feedbacks when extension is unavailable
2020-06-05 11:14:36 -04:00
ReinUsesLisp
5b2b6d594c shader/texture: Join separate image and sampler pairs offline
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
2020-06-05 00:24:51 -03:00
ReinUsesLisp
e1438f8e91 shader/track: Move bindless tracking to a separate function 2020-06-04 23:02:55 -03:00
bunnei
22369df357
Merge pull request #4031 from Morph1984/fix-gs-outputs
gl_shader_decompiler: Fix geometry shader outputs on Intel drivers
2020-06-04 15:18:51 -04:00
bunnei
34d4abc4f9
Merge pull request #4009 from ogniK5377/macro-jit-prod
video_core: Implement Macro JIT
2020-06-04 11:40:52 -04:00
David Marcec
eca3d16e54 Default init labels and use initializer list for macro engine 2020-06-04 22:23:07 +10:00
ReinUsesLisp
3d99b449d3 gl_rasterizer: Use NV_transform_feedback for XFB on assembly shaders
NV_transform_feedback, NV_transform_feedback2 and
ARB_transform_feedback3 with NV_transform_feedback interactions allows
implementing transform feedbacks as dynamic state.

Maxwell implements transform feedbacks as dynamic state, so using these
extensions with TransformFeedbackStreamAttribsNV allows us to properly
emulate transform feedbacks without having to recompile shaders when the
state changes.
2020-06-03 20:22:12 -03:00
bunnei
c647999c61
Merge pull request #4012 from ReinUsesLisp/mipmap-overlaps
texture_cache: Handle overlaps with multiple subresources
2020-06-03 12:17:25 -04:00
David Marcec
411f5527d4 Mark parameters as const 2020-06-03 16:33:38 +10:00
bunnei
623b93a2b3
Merge pull request #4014 from ReinUsesLisp/astc-nvidia
gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
2020-06-02 17:43:33 -04:00
bunnei
597d8b4bd4
Merge pull request #4006 from ReinUsesLisp/squash-ubos
glsl: Squash constant buffers into a single SSBO when we hit the limit
2020-06-02 14:58:50 -04:00
LC
9a0c1456e3
Merge pull request #4016 from ReinUsesLisp/invocation-info
shader/other: Fix hardcoded value in S2R INVOCATION_INFO
2020-06-02 09:47:53 -04:00
LC
c5de3c1059
Merge pull request #4033 from ReinUsesLisp/vk-r16ui
maxwell_to_vk: Add R16UI image format
2020-06-02 09:42:49 -04:00
David Marcec
3a20e74f40 Pass by reference instead of copying parameters 2020-06-02 16:37:06 +10:00
ReinUsesLisp
866c1165af vk_shader_decompiler: Implement atomic image operations
Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
2020-06-02 02:20:02 -03:00
ReinUsesLisp
4a6b9a1a71 vk_rasterizer: Implement storage texels
This is the equivalent of an image buffer on OpenGL.

- Used by Octopath Traveler
2020-06-02 02:16:33 -03:00
ReinUsesLisp
3a59e724c9 maxwell_to_vk: Add R16UI image format
- Used by Octopath Traveler
2020-06-02 02:15:20 -03:00
bunnei
4511502ca6
Merge pull request #4001 from ReinUsesLisp/avoid-copies
buffer_cache: Avoid copying twice on certain cases
2020-06-01 16:59:17 -04:00
bunnei
bb6d93630f
Merge pull request #3998 from ReinUsesLisp/init-3d
maxwell_3d: Initialize more registers to their expected value
2020-06-01 16:11:56 -04:00
Morph
74f2e5f1a4 gl_shader_decompiler: Declare gl_Layer and gl_ViewportIndex within gl_PerVertex for vertex and tessellation shaders 2020-06-01 15:35:44 -04:00
Morph
70188d69b0 gl_shader_decompiler: Fix geometry shader outputs for Intel drivers
On Intel's proprietary drivers, gl_Layer and gl_ViewportIndex are not allowed members of gl_PerVertex block, causing the shader to fail to compile. Fix this by declaring these variables outside of gl_PerVertex.
2020-06-01 15:34:05 -04:00
Rodrigo Locatti
3a6714ab7f
Merge pull request #4005 from ReinUsesLisp/g24r8
format_lookup_table: Implement G24S8 format as S8Z24
2020-06-01 16:07:58 -03:00
bunnei
6c0b1a9ee2
Merge pull request #3996 from ReinUsesLisp/front-faces
fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
2020-06-01 14:04:35 -04:00
ReinUsesLisp
0ee310ebdc gl_device: Avoid devices with CAVEAT_SUPPORT on ASTC
This avoids using Nvidia's ASTC decoder on OpenGL.
The last time it was profiled, it was slower than yuzu's decoder.

While we are at it, fix a bug in the texture cache when native ASTC is
not supported.
2020-05-31 21:34:34 -03:00
ReinUsesLisp
ee21e4ecd3 glsl: Squash constant buffers into a single SSBO when we hit the limit
Avoids compilation errors at the cost of shader build times and runtime
performance when a game hits the limit of uniform buffers we can use.
2020-05-31 21:33:49 -03:00
bunnei
e68ee43a1a
Merge pull request #3930 from ReinUsesLisp/animal-borders
vk_rasterizer: Implement constant attributes
2020-05-31 18:40:17 -04:00
bunnei
edbf3144d2
Merge pull request #3958 from FernandoS27/gl-debug
OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled
2020-05-31 17:04:27 -04:00
bunnei
f7debcaa04
Merge pull request #3999 from ReinUsesLisp/opt-tex-cache
texture_cache: Optimize GetSurfacesInRegion
2020-05-31 17:02:29 -04:00
Morph
bb8ef38152 gl_device: Enable compute shaders for Intel proprietary drivers
Previously we were disabling compute shaders on Intel's proprietary driver due to broken compute. This has been fixed in the latest Intel drivers. Re-enable compute for Intel proprietary drivers and remove the check for broken compute.
2020-05-31 03:21:07 -04:00
bunnei
058ec22787
Merge pull request #3982 from ReinUsesLisp/membar-cts
shader/other: Implement MEMBAR.CTS
2020-05-30 11:51:42 -04:00
ReinUsesLisp
f2d1aa97ad shader/other: Fix hardcoded value in S2R INVOCATION_INFO
Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.

This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
2020-05-30 01:49:14 -03:00
ReinUsesLisp
1ee1a5d3d6 texture_cache: More relaxed reconstruction
Only reupload textures when they've not been modified from the GPU.
2020-05-29 23:56:52 -03:00
David Marcec
8118ea160b Favor switch case over jump table
Easier to read and will emit a jump table automatically.
2020-05-30 12:23:58 +10:00
David Marcec
b032ebdfee Implement macro JIT 2020-05-30 11:40:04 +10:00
David Marcec
d0bdd26c26 Add xbyak external 2020-05-30 10:55:27 +10:00
ReinUsesLisp
e454f7e7a7 texture_cache: Only copy textures that were modified from host 2020-05-29 20:12:46 -03:00
ReinUsesLisp
dd70e097cc texture_cache: Reload textures when number of resources mismatch 2020-05-29 20:10:58 -03:00
bunnei
87b272699f
Merge pull request #4007 from ReinUsesLisp/reduce-logs
maxwell_3d: Reduce severity of logs that can be spammed
2020-05-29 17:29:17 -04:00
ReinUsesLisp
5616be12be vk_rasterizer: Skip transform feedbacks when extension is unavailable
Avoids calling transform feedback procedures when
VK_EXT_transform_feedback is not available.
2020-05-29 03:05:29 -03:00
ReinUsesLisp
5b37cecd76 texture_cache: Handle overlaps with multiple subresources
Implement more surface reconstruct cases. Allow overlaps with more than
one layer and mipmap and copies all of them to the new texture.

- Fixes textures moving around objects on Xenoblade games
2020-05-29 02:57:30 -03:00
bunnei
1bb3122c1f
Merge pull request #3991 from ReinUsesLisp/depth-sampling
texture_cache: Implement depth stencil texture swizzles
2020-05-28 23:33:38 -04:00
ReinUsesLisp
9b06e823ee maxwell_3d: Reduce severity of logs that can be spammed
These logs were killing performance on some games when they were
spammed. Reduce them to Debug severity.
2020-05-28 18:23:25 -03:00
ReinUsesLisp
fc153f6bcd format_lookup_table: Implement G24S8 format as S8Z24 2020-05-28 17:16:07 -03:00
bunnei
099ac9c2a8
Merge pull request #3993 from ReinUsesLisp/fix-zla
gl_shader_manager: Unbind GLSL program when binding a host pipeline
2020-05-28 12:15:22 -04:00
ReinUsesLisp
3b2dee88e6 buffer_cache: Avoid copying twice on certain cases
Avoid copying to a staging buffer on non-granular memory addresses.
Add a callable argument to StreamBufferUpload to be able to copy to the
staging buffer directly from ReadBlockUnsafe.
2020-05-27 23:05:50 -03:00
ReinUsesLisp
b8b6f94ba9 texture_cache: Use unordered_map::find instead of operator[] on hot code 2020-05-27 17:59:04 -03:00
bunnei
630fc12d4e
Merge pull request #3961 from Morph1984/bgra8_srgb
maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
2020-05-27 16:44:22 -04:00
ReinUsesLisp
d2b2557542 texture_cache: Use small vector for surface vectors
This avoids most heap allocations when collecting surfaces into a
vector.
2020-05-27 17:31:14 -03:00
ReinUsesLisp
f3f056c3b6 maxwell_3d: Initialize line widths
Initialize line widths to avoid setting a line width of zero.
2020-05-27 16:53:43 -03:00
ReinUsesLisp
31eb658fea maxwell_3d: Initialize polygon modes
NVN expects this to be initialized as Fill, otherwise games that never
bind a rasterizer state will log an invalid polygon mode.
2020-05-27 16:52:52 -03:00
ReinUsesLisp
32e6727dae shader/other: Implement MEMBAR.CTS
This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it.
2020-05-27 00:19:45 -03:00
ReinUsesLisp
b2c4521a91 texture_cache: Fix layered null surfaces
Null texture cubes were not considered arrays, causing issues on Vulkan
and OpenGL when creating views.
2020-05-26 17:50:08 -03:00
ReinUsesLisp
b17fe82973 gl_texture_cache: Implement small texture view cache for swizzles
This fixes cases where the texture swizzle was applied twice on the same
draw to a texture bound to two different slots.
2020-05-26 17:50:08 -03:00
ReinUsesLisp
8bba84a401 texture_cache: Implement depth stencil texture swizzles
Stop ignoring image swizzles on depth and stencil images.

This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
2020-05-26 17:44:50 -03:00
ReinUsesLisp
606a62d4c7 gl_rasterizer: Port front face flip check from Vulkan
While Vulkan was assuming we had no negative viewports, OpenGL code
was assuming we had them. Port the old code from Vulkan to OpenGL,
checking if the first viewport is negative before flipping faces.

This is not a complete implementation since we only check for the first
viewport to be negative. That said, unless a game is using Vulkan,
OpenGL and NVN games should be fine here, and we can always compare with
our Vulkan backend to see if there's a difference.
2020-05-26 16:33:50 -03:00
ReinUsesLisp
efe7b7483b fixed_pipeline_state: Remove unnecessary check for front faces flip
The check to flip faces when viewports are negative were a left over
from the old OpenGL code. This is not required on Vulkan where we have
negative viewports.
2020-05-26 16:32:27 -03:00
bunnei
508242c267
Merge pull request #3981 from ReinUsesLisp/bar
shader/other: Implement BAR.SYNC 0x0
2020-05-26 14:40:13 -04:00
bunnei
623d9c47a2
Merge pull request #3980 from ReinUsesLisp/red-op
shader/memory: Implement non-addition operations in RED
2020-05-26 12:50:41 -04:00
ReinUsesLisp
c13e2f1b75 gl_shader_manager: Unbind GLSL program when binding a host pipeline
Fixes regression in Link's Awakening caused by 420cc13248
2020-05-26 04:20:39 -03:00
bunnei
86345c126a
Merge pull request #3978 from ReinUsesLisp/write-rz
shader_decompiler: Visit source nodes even when they assign to RZ
2020-05-25 21:31:33 -04:00
bunnei
1adabdac7f
Merge pull request #3905 from FernandoS27/vulkan-fix
Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
2020-05-24 15:23:38 -04:00
bunnei
325e7eed3c
Merge pull request #3964 from ReinUsesLisp/arb-integration
renderer_opengl: Add assembly program code paths
2020-05-24 00:34:12 -04:00
bunnei
487dd05170
Merge pull request #3979 from ReinUsesLisp/thread-group
shader/other: Implement thread comparisons (NV_shader_thread_group)
2020-05-24 00:33:06 -04:00
ReinUsesLisp
5d0986a53b shader/other: Implement BAR.SYNC 0x0
Trivially implement this particular case of BAR. Unless games use OpenCL
or CUDA barriers, we shouldn't hit any other case here.
2020-05-21 23:20:43 -03:00
ReinUsesLisp
103809a0ca shader/memory: Implement non-addition operations in RED
Trivially implement these instructions. They are used in Astral Chain.
2020-05-21 23:19:46 -03:00
ReinUsesLisp
e2b67a868b shader/other: Implement thread comparisons (NV_shader_thread_group)
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially
implement these using Nvidia's extension on OpenGL or naively stubbing
them with the ARB instructions to match. This might cause issues if the
host device warp size doesn't match Nvidia's. That said, this is
unlikely on proper shaders.

Refer to the attached url for more documentation about these flags.
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-21 23:18:37 -03:00
ReinUsesLisp
ed4e324991 shader_decompiler: Visit source nodes even when they assign to RZ
Some operations like atomicMin were ignored because they returned were
being stored to RZ. This operations have a side effect and it was being
ignored.
2020-05-21 23:16:03 -03:00
ReinUsesLisp
434856c636 vk_shader_decompiler: Don't assert for void returns
Atomic instructions can be used without returning anything and this is
valid code. Remove the assert.
2020-05-21 23:16:03 -03:00
ReinUsesLisp
ebaace294f buffer_cache: Remove unused boost headers 2020-05-21 16:44:00 -03:00
ReinUsesLisp
a2dcc642c1 map_interval: Add interval allocator and drop hack
Drop the std::list hack to allocate memory indefinitely.

Instead use a custom allocator that keeps references valid until
destruction. This allocates fixed chunks of memory and puts pointers in
a free list. When an allocation is no longer used put it back to the
free list, this doesn't heap allocate because std::vector doesn't change
the capacity. If the free list is empty, allocate a new chunk.
2020-05-21 16:44:00 -03:00
ReinUsesLisp
19d4f28001 buffer_cache: Use boost::container::small_vector for maps in range
Most overlaps in the buffer cache only contain one mapped address.
We can avoid close to all heap allocations once the buffer cache is
warmed up by using a small_vector with a stack size of one.
2020-05-21 16:44:00 -03:00
ReinUsesLisp
891236124c buffer_cache: Use boost::intrusive::set for caching
Instead of using boost::icl::interval_map for caching, use
boost::intrusive::set. interval_map is intended as a container where the
keys can overlap with one another; we don't need this for caching
buffers and a std::set-like data structure that allows us to search with
lower_bound is enough.
2020-05-21 16:44:00 -03:00
ReinUsesLisp
3b0baf746e buffer_cache: Remove shared pointers
Removing shared pointers is a first step to be able to use intrusive
objects and keep allocations close to one another in memory.
2020-05-21 16:02:54 -03:00
ReinUsesLisp
599274e3f0 buffer_cache: Minor style changes
Minor style changes. Mostly done so I avoid editing it while doing other
changes.
2020-05-21 16:02:20 -03:00
ReinUsesLisp
420cc13248 renderer_opengl: Add assembly program code paths
Add code required to use OpenGL assembly programs based on
NV_gpu_program5. Decompilation for ARB programs is intended to be added
in a follow up commit. This does **not** include ARB decompilation and
it's not in an usable state.

The intention behind assembly programs is to reduce shader stutter
significantly on drivers supporting NV_gpu_program5 (and other required
extensions). Currently only Nvidia's proprietary driver supports these
extensions.

Add a UI option hidden for now to avoid people enabling this option
accidentally.

This code path has some limitations that OpenGL compatibility doesn't
have:
- NV_shader_storage_buffer_object is limited to 16 entries for a single
OpenGL context state (I don't know if this is an intended limitation, an
specification issue or I am missing something). Currently causes issues
on The Legend of Zelda: Link's Awakening.
- NV_parameter_buffer_object can't bind buffers using an offset
different to zero. The used workaround is to copy to a temporary buffer
(this doesn't happen often so it's not an issue).

On the other hand, it has the following advantages:
- Shaders build a lot faster.
- We have control over how floating point rounding is done over
individual instructions (SPIR-V on Vulkan can't do this).
- Operations on shared memory can be unsigned and signed.
- Transform feedbacks are dynamic state (not yet implemented).
- Parameter buffers (uniform buffers) are per stage, matching NVN and
hardware's behavior.
- The API to bind and create assembly programs makes sense, unlike
ARB_separate_shader_objects.
2020-05-19 18:00:04 -03:00
Morph
d0fc12684a maxwell_to_vk: Add format B8G8R8A8_SRGB
Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
Used by Bravely Default II
2020-05-18 13:02:09 -04:00
Fernando Sahmkow
4cff5dd194 OpenGL: Enable Debug Context and Synchronous debugging when graphics debugging is enabled.
This commit aims to help easing debugging of driver crashes without
having to modify existing code.
2020-05-17 21:45:09 -04:00
David Marcec
4b9504028d DmaPusher: Remove dead code in step 2020-05-16 12:42:27 +10:00
ReinUsesLisp
7a27b7f3a3 vk_rasterizer: Match OpenGL's FlushAndInvalidate behavior
Match OpenGL's behavior. This can fix or simplify bisecting issues on
Vulkan.
2020-05-15 20:40:08 -03:00
bunnei
b1a1bd12ca
Merge pull request #3899 from ReinUsesLisp/float-comparisons
shader_ir: Add separate instructions for ordered and unordered comparisons and fix NE on GLSL
2020-05-13 09:51:14 -04:00
ReinUsesLisp
91dddca26e vk_rasterizer: Implement constant attributes
Constant attributes (in OpenGL known disabled attributes) are not
supported on Vulkan, even with extensions. To emulate this behavior we
return zero on reads from disabled vertex attributes in shader code.
This has no caching cost because attribute formats are not dynamic state
on Vulkan and we have to store it in the pipeline cache anyway.

- Fixes Animal Crossing: New Horizons terrain borders
2020-05-13 04:36:47 -03:00
ReinUsesLisp
cf6a40fc12 vk_rasterizer: Remove buffer check in attribute selection
This was a left over from OpenGL when disabled buffers where not properly
emulated. We no longer have to assert this as it is checked in vertex
buffer initialization.
2020-05-13 04:36:47 -03:00
bunnei
1beaebe666
Merge pull request #3816 from ReinUsesLisp/vk-rasterizer-enable
vk_graphics_pipeline: Implement rasterizer_enable on Vulkan
2020-05-11 18:22:51 -04:00
ReinUsesLisp
8b329ddcc9 gl_shader_decompiler: Properly emulate NaN behaviour on NE
"Not equal" operators on GLSL seem to behave as unordered when we expect
an ordered comparison.

Manually emulate this checking for LGE values (numbers, not-NaNs).
2020-05-10 02:59:33 -03:00
Fernando Sahmkow
1887afaf9e RasterizerCache: Correct documentation. 2020-05-09 21:03:39 -04:00
Fernando Sahmkow
8d15f8b28e VkPipelineCache: Use a null shader on invalid address. 2020-05-09 20:51:34 -04:00
Fernando Sahmkow
0a4be73b9b VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation. 2020-05-09 19:25:29 -04:00
Rodrigo Locatti
7e376af8fc
Merge pull request #3839 from Morph1984/r8g8ui
texture: Implement R8G8UI
2020-05-09 05:28:55 -03:00
ReinUsesLisp
4e57f9d5cf shader_ir: Separate float-point comparisons in ordered and unordered
This allows us to use native SPIR-V instructions without having to
manually check for NAN.
2020-05-09 04:55:15 -03:00
bunnei
a9ee6e346b
Merge pull request #3842 from makigumo/maxwell_to_vk_vertexattribute_signed_int
maxwell_to_vk: implement missing signed int formats
2020-05-09 00:36:09 -04:00
bunnei
50c27d5ae1
Merge pull request #3885 from ReinUsesLisp/viewport-swizzles
video_core: Implement viewport swizzles with NV_viewport_swizzle
2020-05-08 15:16:53 -04:00
bunnei
028f6fdbf6
Merge pull request #3884 from ReinUsesLisp/border-colors
vk_sampler_cache: Use VK_EXT_custom_border_color when available
2020-05-07 12:18:53 -04:00
bunnei
41682e0888
Merge pull request #3815 from FernandoS27/command-list-2
GPU: More optimizations to GPU Command List Processing and DMA Copy Optimizations
2020-05-05 17:12:42 -04:00
bunnei
eb2c50c5e6
Update src/video_core/gpu.cpp
Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
2020-05-05 15:39:44 -04:00
bunnei
ea09930196
Update src/video_core/gpu.cpp
Co-authored-by: David <25727384+ogniK5377@users.noreply.github.com>
2020-05-05 15:39:37 -04:00
ReinUsesLisp
227278098a vk_sampler_cache: Use VK_EXT_custom_border_color when available
This should fix grass interactions on Breath of the Wild on Vulkan.
It is currently untested against validation layers.

Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for
now.
2020-05-04 20:49:23 -03:00
ReinUsesLisp
2dbf5290f2 vk_graphics_pipeline: Implement viewport swizzles with NV_viewport_swizzle 2020-05-04 18:31:17 -03:00
ReinUsesLisp
f813cd3ff7 gl_rasterizer: Implement viewport swizzles with NV_viewport_swizzle 2020-05-04 17:51:30 -03:00
ReinUsesLisp
9b8e962368 maxwell_3d: Add viewport swizzles 2020-05-04 17:50:59 -03:00
bunnei
2aff0b4733
Merge pull request #3808 from ReinUsesLisp/wait-for-idle
{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
2020-05-03 02:43:18 -04:00
bunnei
f4ca8e0d3e
Merge pull request #3732 from lioncash/header
vulkan: Remove unnecessary includes
2020-05-02 01:36:57 -04:00
bunnei
0128901102
Merge pull request #3809 from ReinUsesLisp/empty-index
vk_rasterizer: Skip index buffer setup when vertices are zero
2020-05-02 01:21:57 -04:00
ReinUsesLisp
3b668e1210 vk_graphics_pipeline: Implement rasterizer_enable on Vulkan
We can simply enable rasterizer discard matching the current pipeline
key.
2020-05-02 01:47:25 -03:00
bunnei
e6b4311178
Merge pull request #3693 from ReinUsesLisp/clean-samplers
shader/texture: Support multiple unknown sampler properties
2020-05-02 00:45:41 -04:00
Jan Beich
b4d0724a63 fixed_pipeline_state: explicitly use template keyword after 1f345ebe3a
In file included from src/video_core/renderer_opengl/renderer_opengl.cpp:25:
In file included from src/./video_core/renderer_opengl/gl_rasterizer.h:26:
In file included from src/./video_core/renderer_opengl/gl_fence_manager.h:11:
src/./video_core/fence_manager.h:91:32: error: use 'template' keyword
      to treat 'Write' as a dependent template name
                memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
                               ^
                               template
src/./video_core/fence_manager.h:137:32: error: use 'template'
      keyword to treat 'Write' as a dependent template name
                memory_manager.Write<u32>(current_fence->GetAddress(), current_fence->GetPayload());
                               ^
                               template
2020-05-01 23:38:23 +00:00
Dan
96ee1b42bc maxwell_to_vk: implement missing signed int formats 2020-04-30 23:39:16 +02:00
Morph
7909860d16 texture: Implement R8G8UI
- Used by The Walking Dead: The Final Season
2020-04-30 13:19:36 -04:00
bunnei
bf3f030a0d
Merge pull request #3807 from ReinUsesLisp/fix-depth-clamp
maxwell_3d: Fix depth clamping register
2020-04-30 13:07:31 -04:00
bunnei
c7b5a87c90
Merge pull request #3799 from ReinUsesLisp/iadd-cc
shader: Implement P2R CC, IADD Rd.CC and IADD.X
2020-04-30 12:56:36 -04:00
bunnei
da2b8295e1
Merge pull request #3805 from ReinUsesLisp/preserve-contents
texture_cache: Reintroduce preserve_contents accurately
2020-04-30 12:56:19 -04:00
bunnei
6572660fde
Merge pull request #3788 from FernandoS27/revert
Revert: shader_decode: Fix LD, LDG when track constant buffer.
2020-04-30 12:55:39 -04:00
Lioncash
6c53edd4d3 vulkan: Remove unnecessary includes
Reduces some header churn and reduces rebuilds when some header
internals change.

While we're at it we can also resolve a missing include in buffer_cache.
2020-04-28 21:54:46 -04:00
ReinUsesLisp
871aadbe36 shader/arithmetic_integer: Fix tracking issue in temporary
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented.
It caused issues when tracking global buffers.
2020-04-28 17:14:53 -03:00
Fernando Sahmkow
9df67b2095 Clang Format and Documentation. 2020-04-28 14:02:51 -04:00
Fernando Sahmkow
37c690576f MaxwellDMA: Optimize micro copies. 2020-04-28 13:44:14 -04:00
bunnei
72b73d22ab
Merge pull request #3784 from ReinUsesLisp/shader-memory-util
shader/memory_util: Deduplicate code
2020-04-28 12:05:50 -04:00
ReinUsesLisp
d6a24b4a5b vk_rasterizer: Skip index buffer setup when vertices are zero
Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).

This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
2020-04-28 02:24:33 -03:00
ReinUsesLisp
fe931ac976 {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
2020-04-28 02:18:12 -03:00
Fernando Sahmkow
b87422a86f VideoCore/GPU: Delegate subchannel engines to the dma pusher. 2020-04-27 22:07:21 -04:00
Fernando Sahmkow
90e5694230 VideoCore/Engines: Refactor Engines CallMethod. 2020-04-27 21:47:58 -04:00
ReinUsesLisp
bb1ed66d99 maxwell_3d: Fix depth clamping register
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)

We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:

state->depthClampEnable ? 0x101A : 0x181D

The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):

(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c

There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.

- Fixes depth issues on Super Mario Odyssey's intro.
2020-04-27 20:50:14 -03:00
Fernando Sahmkow
1517cba8ca
Merge pull request #3766 from ReinUsesLisp/renderpass-cache-key
vk_renderpass_cache: Pack renderpass cache key and unify keys
2020-04-27 16:05:14 -04:00
Fernando Sahmkow
a65e9ad552
Merge pull request #3756 from ReinUsesLisp/integrated-devices
vk_memory_manager: Remove unified memory model flag
2020-04-27 16:04:22 -04:00
bunnei
6c7d8073be
Merge pull request #3742 from FernandoS27/command-list
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-27 00:18:46 -04:00
ReinUsesLisp
8da16cf9fb texture_cache: Reintroduce preserve_contents accurately
This reverts commit 94b0e2e5da.

preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.

We have to make sure the clear removes all the previous contents of the
image.

It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
2020-04-26 19:53:02 -03:00
Rodrigo Locatti
7e38dd580f
Merge pull request #3753 from ReinUsesLisp/ac-vulkan
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
2020-04-26 01:55:43 -03:00
ReinUsesLisp
ddd82ef42b shader/memory_util: Deduplicate code
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.

While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
2020-04-26 01:38:51 -03:00
ReinUsesLisp
e895a4e2d7 shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplemented
IADD.X Rd.CC requires some extra logic that is not currently
implemented. Abort when this is hit.
2020-04-25 22:58:33 -03:00
ReinUsesLisp
2a96bea6a7 shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflow
Signed integer addition overflow might be undefined behavior. It's free
to change operations to UAdd and use unsigned integers to avoid
potential bugs.
2020-04-25 22:57:54 -03:00
ReinUsesLisp
c788f9c0bd shader/arithmetic_integer: Implement IADD.X
IADD.X takes the carry flag and adds it to the result. This is generally
used to emulate 64-bit operations with 32-bit registers.
2020-04-25 22:56:11 -03:00
ReinUsesLisp
255197e643 shader/arithmetic_integer: Implement CC for IADD 2020-04-25 22:55:26 -03:00
ReinUsesLisp
ffc5ec6fa8 decode/register_set_predicate: Implement CC
P2R CC takes the state of condition codes and puts them into a register.
We already have this implemented for PR (predicates). This commit
implements CC over that.
2020-04-25 22:54:42 -03:00
ReinUsesLisp
d523734266 decode/register_set_predicate: Use move for shared pointers
Avoid atomic counters used by shared pointers.
2020-04-25 22:54:14 -03:00
bunnei
c5bf693882
Merge pull request #3721 from ReinUsesLisp/sort-devices
vulkan/wrapper: Sort physical devices
2020-04-25 03:27:40 -04:00
bunnei
4e37825dab
Merge pull request #3734 from ReinUsesLisp/half-float-mods
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
2020-04-25 00:41:43 -04:00
ReinUsesLisp
527a1574c3 vk_rasterizer: Pack texceptions and color formats on invalid formats
Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.

With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.

To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.

- Fixes validation errors and graphical issues on Breath of the Wild.
2020-04-24 22:21:29 -03:00
bunnei
7c8acb0025
Merge pull request #3749 from ReinUsesLisp/lea-imm
shader/arithmetic_integer: Fix LEA_IMM encoding
2020-04-24 14:30:13 -04:00
Fernando Sahmkow
d8a961cd6c Revert: shader_decode: Fix LD, LDG when track constant buffer. 2020-04-24 11:00:54 -04:00
Markus Wick
e717a1df20 Fix -Wdeprecated-copy warning. 2020-04-24 09:33:04 +02:00
Markus Wick
c499c22cf7 Fix -Werror=conversion error. 2020-04-24 09:33:04 +02:00
ReinUsesLisp
dbaebd8582 decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.

This is implemented against nxas:
8dbc389957/table.h (L68)

That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23 18:29:38 -03:00
ReinUsesLisp
4fb921ff6b shader/texture: Support multiple unknown sampler properties
This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.

Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
2020-04-23 18:04:13 -03:00
ReinUsesLisp
72deb773fd shader_ir: Turn classes into data structures 2020-04-23 18:00:06 -03:00
ReinUsesLisp
3e35101895 vk_rasterizer: Fix framebuffer creation validation errors
Framebuffer creation was ignoring the number of color attachments.
2020-04-23 17:34:16 -03:00
ReinUsesLisp
8c37cd1af6 vk_pipeline_cache: Unify pipeline cache keys into a single operation
This allows us to call Common::CityHash and std::memcmp only once for
GraphicsPipelineCacheKey. While we are at it, do the same for compute.
2020-04-23 17:34:16 -03:00
ReinUsesLisp
f665c92114 vk_renderpass_cache: Pack renderpass cache key to 12 bytes 2020-04-23 17:34:16 -03:00
bunnei
ff0c49e1ce
kernel: memory: Improve implementation of device shared memory. (#3707)
* kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.
2020-04-23 11:37:12 -04:00
Fernando Sahmkow
5c9feaebb6 Clang Format. 2020-04-23 08:52:58 -04:00
Fernando Sahmkow
b8aef40c56 GPU: Add Fast GPU Time Option. 2020-04-23 08:52:57 -04:00