Commit Graph

9538 Commits

Author SHA1 Message Date
6a4ff8fa24 renderer_vulkan: Emulate logic op when unsupported
* Similar to GLES this is done to prepare for the android port
2022-12-25 22:28:48 +02:00
3c79360fd3 gl_rasterizer: Cleanup and fix bugs 2022-12-25 22:28:48 +02:00
939aafed40 vk_texture_runtime: Implement RGBA4 converter
* Fixes graphics in NES Remix. Need to also do a reinterpreter some time, but this will suffice for now
2022-12-25 22:28:48 +02:00
23417787f8 texture_downloader_es: Remove invalid operations 2022-12-25 22:28:48 +02:00
8946c1a7de gl_texture_runtime: Use OGLStreamBuffer for uploads/downloads
* Much better than the current implementation
2022-12-25 22:28:48 +02:00
5fe910b18f vk_stream_buffer: Cleanup flush barrier 2022-12-25 22:28:48 +02:00
3944cbdc19 video_core: Reorder microprofile defines 2022-12-25 22:28:48 +02:00
8ac3dd1840 renderer_vulkan: Rewrite stream buffer, again...
* The previous implemention was fine, but it wasted space. Buckets now are just ticks attached to a particular buffer region, which means we can flush/map arbitrary regions

* A bug in the texture runtime is also fixed which commited to the same buffer twice
2022-12-25 22:28:15 +02:00
ff34287e4b renderer_vulkan: Pack PicaFSConfig
* Using bitfields the struct size was reduced from 420 to 190 bytes. which should speed up hashing and copying to the worker thread
2022-12-25 22:28:15 +02:00
81f2a0eaa1 renderer_vulkan: Cleanup vertex array setup
* Also the function would commit more data then it requested leading to out of bound crashes
2022-12-25 22:28:15 +02:00
f11715a4f4 renderer_vulkan: Remove AttribType
* Use VertexAttributeFormat to avoid unnecessary enum casts
2022-12-25 22:28:15 +02:00
89c51371f7 video_core: Move HardwareVertex to RasterizerAccelerated 2022-12-25 22:28:15 +02:00
8076d893db video_core: Move api agnostic uniform updates to RasterizerAccelerated 2022-12-25 22:28:15 +02:00
72f8d520c9 renderer_vulkan: Fix swapchain resizing 2022-12-25 22:28:15 +02:00
f9274f8b9a renderer_vulkan: Add single-thread record ability to the scheduler
* Async is pretty nice but games that do a lot of flushes might have worse performance due to thread synchronization overhead

* I haven't noticed any cases of this yet but it doesn't hurt making this a UI option
2022-12-25 22:28:15 +02:00
3c09c03180 citra_qt: Refuse to enable debug option if the layers are not available 2022-12-25 22:24:28 +02:00
52251e3908 renderer_vulkan: Scheduler and presentation rewrite
* This commit ports yuzu's async scheduler replacing our older and crummier version
  Commands are recorded by the scheduler and processed by a separate worker thread.

* Queue submission is also moved to the worker thread which should alliviate slowdowns related to vkQueueSubmit stalls

* Fragment shader compilation and queue submission are also moved to that thread to reduce stutters
2022-12-25 22:23:46 +02:00
921444c2c9 externals: Update vulkan-headers 2022-12-25 22:23:46 +02:00
89d234f642 common: Remove concepts usage 2022-12-25 22:23:46 +02:00
13771b805b renderer_vulkan: Fix shader hash type 2022-12-25 22:23:46 +02:00
2a71059490 code: Remove usages of std::ranges
* MacOS is still runining my C++ 20 fun
2022-12-25 22:23:46 +02:00
053221f155 renderer_vulkan: Prefer immediate over mailbox present mode 2022-12-25 22:23:46 +02:00
4868c361e7 renderer_vulkan: Bump vertex buffer size
* So software shaders don't crash
2022-12-25 22:23:46 +02:00
0c30dbf33e renderer_vulkan: Add more microprofile targets 2022-12-25 22:23:46 +02:00
53370e81e2 renderer_vulkan: Improve StreamBuffer API and use it in TextureRuntime
* Also use separate upload and download buffers optimized for write and readback respectively. This gives a huge 20+ FPS boost in most games which were bottlenecked by slow reads
2022-12-25 22:23:46 +02:00
b3fb260c84 renderer_vulkan: Fix allocation caching bug 2022-12-25 22:23:46 +02:00
599ca7caf7 renderer_opengl: Port scaled upload/download code from vulkan 2022-12-25 22:23:46 +02:00
abc0fd5e7b renderer_vulkan: Include algorithm in vk_common
* Appears to be a bug in vulkan-hpp
2022-12-25 22:23:46 +02:00
309b25d201 renderer_vulkan: Use linear filtering when possible
* Fixes blocky artifacts in Samus Returns
2022-12-25 22:23:46 +02:00
9ac7ef20b0 renderer_vulkan: Abstract descriptor management
* The pipeline cache was starting to get cluttered
2022-12-25 22:23:46 +02:00
ebade3594d renderer_vulkan: Bump descriptor set allocation limit 2022-12-25 22:23:46 +02:00
dca159d79f renderer_vulkan: Fix storage descriptor binding and respect color mask
* RGBA8 surfaces now expose an additional R32Uint view used for storage descriptors. The format is guaranteed by the spec to support atomic loads/stores. This requires the mutable flag which incurs a performance cost, but might be better than breaking the current renderpass each draw when rendering shadows, especially on mobile

* Color mask is also implemented which fixes Street Fighter and Monster Hunter Stories
2022-12-25 22:23:46 +02:00
7007d5822a renderer_vulkan: Implement depth uploads with blit 2022-12-25 22:23:46 +02:00
6f0fdf037f renderer_vulkan: Use intermediate copy when framebuffer is used both as attachment and shader input 2022-12-25 22:23:46 +02:00
58621b0eb6 renderer_vulkan: Respect disk shader option 2022-12-25 22:23:46 +02:00
e8eef5c586 renderer_vulkan: Fix staging buffer size 2022-12-25 22:23:46 +02:00
2b37997a95 renderer_vulkan: Catch and log more runtime errors
* Also add the ability to enable command buffer dumping which is very useful
2022-12-25 22:23:15 +02:00
558062efd7 renderer_vulkan: Batch allocate descriptor sets
* Less driver calls should lead to better performance
2022-12-25 22:20:22 +02:00
5e880a4f26 renderer_vulkan: Emulate border color if possible 2022-12-25 22:20:22 +02:00
238956f773 renderer_vulkan: Implement scaled uploads and downloads
* This commit includes large changes to have textures are handling. Instead of using ImageAlloc, Surface is used instead which provides multiple benefits: automatic recycling on destruction and ability to use the TextureRuntime interface to simplify operations

* Layout tracking is also implemented which allows transitioning of individual mip levels without errors

* This fixes graphical errors in multiple games which relied on framebuffer uploads
2022-12-25 22:20:22 +02:00
a5351bc596 renderer_vulkan: Fix renderpass issues
* The cache didn't take into account the framebuffer and render area used, so if these changed the renderpass wouldn't restart. This caused graphical bugs in Pokemon X/Y
2022-12-25 22:20:22 +02:00
5b6e99b194 renderer_vulkan: Update stencil compare mask 2022-12-25 22:20:22 +02:00
3f3b4a2802 citra_qt: Fix graphics api indicator alignment 2022-12-25 22:20:22 +02:00
c19e8d36c9 renderer_opengl: Fix OpenGLES issues
* Always request a 4.4 context until I figure out how to get Qt to cooperate

* Use RGBA for BGR since the converted table will do that conversion
2022-12-25 22:20:22 +02:00
2ec31f404b renderer_vulkan: Report perf stats 2022-12-25 22:20:21 +02:00
28a2805450 renderer_vulkan: Better error handling 2022-12-25 22:20:21 +02:00
2601a1df6c renderer_vulkan: Allow direct allocation of images 2022-12-25 22:19:26 +02:00
96d5bb553b renderer_vulkan: Fix incorrect depth format detection
* Intel iGPUs don't support blit on all depth/stencil formats which caused issues since the runtime checks for this while the renderpass cache does not
2022-12-25 22:19:26 +02:00
b4d0f442c8 renderer_vulkan: Actually minize state changes
* Keep track of the current state and only update it when needed. Previously games would set the same state over and over cluttering renderdoc logs
2022-12-25 22:19:25 +02:00
2a68cab7d6 renderer_vulkan: Fix broken sync without timeline semaphores 2022-12-25 22:19:25 +02:00