This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.
Scheduler::Finish is unchanged.
To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.
- Bindings are cached, allowing to skip work when the game changes few
bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
from the GPU to emulate constant buffers, instead GL_EXT_memory_object
is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
theory this should save one hash table resolve inside the driver
compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
that are not Nvidia's proprietary, due to their low performance on
partial glBufferSubData calls synchronized with 3D rendering (that
some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
cache more bindings than before, skipping unnecesarry work.
This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
Allow users of the allocator to hint memory usage for downloads. This
removes the non-descriptive boolean passed for "host visible" or not
host visible memory commits, and uses an enum to hint device local,
upload and download usages.
Fix a bug where the memory allocator could leave gaps between commits.
To fix this the allocation algorithm was reworked, although it's still
short in number of lines of code.
Rework the allocation API to self-contained movable objects instead of
naively using an unique_ptr to do the job for us. Remove the VK prefix.
The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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.
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.