Commit Graph

34 Commits

Author SHA1 Message Date
FearlessTobi 310c1f50be scope_exit: Make constexpr
Allows the use of the macro in constexpr-contexts.
Also avoids some potential problems when nesting braces inside it.
2024-02-19 16:00:46 +01:00
Liam 7fc06260d1 renderer_vulkan: allow up to 7 swapchain images 2023-12-16 18:59:44 -05:00
Fernando Sahmkow 1d03a0fa75 Revert "renderer_vulkan: add locks to avoid scheduler flushes from CPU"
This reverts commit d9dde7e6f3.
2023-11-10 15:40:48 +01:00
Liam d9dde7e6f3 renderer_vulkan: add locks to avoid scheduler flushes from CPU 2023-10-17 10:00:25 -04:00
Fernando Sahmkow 282ae8fa51 Query Cache: address issues 2023-09-23 23:05:30 +02:00
Fernando Sahmkow f1a2e36711 Query Cachge: Fully rework Vulkan's query cache 2023-09-23 23:05:29 +02:00
Fernando Sahmkow da440da9f5 Memory Tracking: Optimize tracking to only use atomic writes when contested with the host GPU 2023-06-28 21:32:45 +02:00
Fernando Sahmkow 6f90dff293 Address feedback, add CR notice, etc 2023-05-07 23:46:12 +02:00
Fernando Sahmkow c6cac2ffaa GPU: Add Reactive flushing 2023-05-07 23:46:12 +02:00
Fernando Sahmkow 2f15876524 QueryCache: Fix write invalidation. 2023-04-28 23:53:46 +02:00
Fernando Sahmkow 7e76c1642c Accuracy Normal: reduce accuracy further for perf improvements in Project Lime 2023-04-23 22:03:44 +02:00
Fernando Sahmkow fca72beb2d Fence Manager: implement async fence management in a sepparate thread. 2023-04-23 04:48:50 +02:00
Fernando Sahmkow bc8b3d225e VideoCore: Refactor fencing system. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow 668e80a9f4 VideoCore: Refactor syncing. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow 139ea93512 VideoCore: implement channels on gpu caches. 2022-10-06 21:00:51 +02:00
Morph 99ceb03a1c general: Convert source file copyright comments over to SPDX
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.
2022-04-23 05:55:32 -04:00
ameerj d618bba8a6 general: Reduce core.h includes 2022-03-18 02:13:02 -04:00
Fernando Sahmkow 4a09517336 Fence Manager: remove reference fencing. 2021-07-09 22:20:36 +02:00
Fernando Sahmkow cf38faee9b Fence Manager: Force ordering on WFI. 2021-07-09 22:20:36 +02:00
Fernando Sahmkow 63915bf2de Fence Manager: Add fences on Reference Count. 2021-07-09 22:20:36 +02:00
ReinUsesLisp 82c2601555 video_core: Reimplement the buffer cache
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.
2021-02-13 02:17:22 -03:00
ReinUsesLisp 9764c13d6d video_core: Rewrite the texture cache
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.
2020-12-30 03:38:50 -03:00
Lioncash 677a8b208d video_core: Resolve more variable shadowing scenarios
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
2020-12-04 16:19:09 -05:00
ReinUsesLisp 9e87193725 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
Lioncash f3bb52c0a9 video_core/fence_manager: Remove unnecessary includes
Avoids pulling in unnecessary things that can cause rebuilds when they
aren't required.
2020-08-23 21:44:50 -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
Fernando Sahmkow 4e37f1b113 Address Feedback. 2020-04-22 11:36:27 -04:00
Fernando Sahmkow f616dc0b59 Address Feedback. 2020-04-22 11:36:24 -04:00
Fernando Sahmkow 0649f05900 QueryCache: Implement Async Flushes. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow 96bb961a64 BufferCache: Refactor async managing. 2020-04-22 11:36:15 -04:00
Fernando Sahmkow b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow 57fdbd9b89 FenceManager: Implement should wait. 2020-04-22 11:36:11 -04:00
Fernando Sahmkow 1f345ebe3a GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00