Commit graph

151 commits

Author SHA1 Message Date
Fernando Sahmkow
47e4f6a52c Shader_Ir: Refactor Decompilation process and allow multiple decompilation modes. 2019-10-04 18:52:50 -04:00
Fernando Sahmkow
8be6e1c522 shader_ir: Corrections to outward movements and misc stuffs 2019-10-04 18:52:48 -04:00
Fernando Sahmkow
c17953978b shader_ir: Initial Decompile Setup 2019-10-04 18:52:47 -04:00
bunnei
e424615839
Merge pull request #2783 from FernandoS27/new-buffer-cache
Implement a New LLE Buffer Cache
2019-08-29 13:07:01 -04:00
ReinUsesLisp
4e35177e23 shader_ir: Implement VOTE
Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics

Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.

To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:

* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true

ballotARB, also known as "uint64_t(activeThreadsNV())", emits

VOTE.ANY Rd, PT, PT;

on nouveau's compiler. This doesn't match exactly to Nvidia's code

VOTE.ALL Rd, PT, PT;

Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
Fernando Sahmkow
862bec001b Video_Core: Implement a new Buffer Cache 2019-08-21 12:14:22 -04:00
bunnei
3477b92289
Merge pull request #2675 from ReinUsesLisp/opengl-buffer-cache
buffer_cache: Implement a generic buffer cache and its OpenGL backend
2019-07-14 19:03:43 -04:00
Fernando Sahmkow
8af6e6a052 shader_ir: Implement a new shader scanner 2019-07-09 08:14:36 -04:00
ReinUsesLisp
32c0212b24 buffer_cache: Implement a generic buffer cache
Implements a templated class with a similar approach to our current
generic texture cache. It is designed to be compatible with Vulkan and
OpenGL,
2019-07-06 00:37:55 -03:00
ReinUsesLisp
345f852bdb gl_rasterizer: Drop gl_global_cache in favor of gl_buffer_cache 2019-07-06 00:37:55 -03:00
ReinUsesLisp
06c4ce8645 shader: Decode SUST and implement backing image functionality 2019-06-20 21:38:33 -03:00
ReinUsesLisp
9098905dd1 gl_framebuffer_cache: Use a hashed struct to cache framebuffers 2019-06-20 21:36:12 -03:00
ReinUsesLisp
1b4503c571 texture_cache: Split texture cache into different files 2019-06-20 21:36:11 -03:00
ReinUsesLisp
bab21e8cb3 gl_texture_cache: Initial implementation 2019-06-20 21:36:11 -03:00
ReinUsesLisp
2f2a61887a video_core/engines: Move ConstBufferInfo out of Maxwell3D 2019-06-07 19:47:15 -03:00
Zach Hilman
de33ad25f5
Merge pull request #2514 from ReinUsesLisp/opengl-compat
video_core: Drop OpenGL core in favor of OpenGL compatibility
2019-06-07 17:23:25 -04:00
ReinUsesLisp
e1b3be7ced shader: Move Node declarations out of the shader IR header
Analysis passes do not have a good reason to depend on shader_ir.h to
work on top of nodes. This splits node-related declarations to their own
file and leaves the IR in shader_ir.h
2019-06-06 20:02:37 -03:00
ReinUsesLisp
bf4dfb3ad4 shader: Use shared_ptr to store nodes and move initialization to file
Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.

This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00
ReinUsesLisp
df509486c4 gl_rasterizer: Use GL_QUADS to emulate quads rendering 2019-05-30 13:21:01 -03:00
bunnei
c27b81cb85
Merge pull request #2429 from FernandoS27/compute
Corrections and Implementation on GPU Engines
2019-05-09 13:19:22 -04:00
bunnei
4fad91ca45
Merge pull request #2383 from ReinUsesLisp/aoffi-test
gl_shader_decompiler: Disable variable AOFFI on unsupported devices
2019-04-22 22:14:02 -04:00
Fernando Sahmkow
a91d3fc639 Revamp Kepler Memory to use a subegine to manage uploads 2019-04-22 18:50:56 -04:00
bunnei
4294062516
Merge pull request #2318 from ReinUsesLisp/sampler-cache
gl_sampler_cache: Port sampler cache to OpenGL
2019-04-17 21:45:56 -04:00
bunnei
ea80e2bc57
Merge pull request #2235 from ReinUsesLisp/spirv-decompiler
vk_shader_decompiler: Implement a SPIR-V decompiler
2019-04-11 21:54:23 -04:00
bunnei
6951741a94
Merge pull request #2278 from ReinUsesLisp/vc-texture-cache
video_core: Implement API agnostic view based texture cache
2019-04-10 21:17:35 -04:00
ReinUsesLisp
0032821864 gl_device: Implement interface and add uniform offset alignment 2019-04-10 15:56:12 -03:00
ReinUsesLisp
ad53b233c5 vk_shader_decompiler: Declare and stub interface for a SPIR-V decompiler 2019-04-10 14:20:25 -03:00
ReinUsesLisp
970d9e57c8 video_core: Add sirit as optional dependency with Vulkan
sirit is a runtime assembler for SPIR-V
2019-04-10 14:20:25 -03:00
bunnei
d6374b2522
Merge pull request #2093 from FreddyFunk/disk-cache-better-compression
Better LZ4 compression utilization for the disk based shader cache and the yuzu build system
2019-04-03 21:50:29 -04:00
ReinUsesLisp
576ad9a012 gl_sampler_cache: Port sampler cache to OpenGL 2019-04-02 16:58:08 -03:00
ReinUsesLisp
c5047540c9 video_core: Abstract vk_sampler_cache into a templated class 2019-04-02 15:54:11 -03:00
unknown
798d76f4c7 data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compression 2019-03-29 16:42:19 +01:00
ReinUsesLisp
746dab407e vk_swapchain: Implement a swapchain manager 2019-03-29 00:00:51 -03:00
ReinUsesLisp
d708d03d20 video_core: Implement API agnostic view based texture cache
Implements an API agnostic texture view based texture cache. Classes
defined here are intended to be inherited by the API implementation and
used in API-specific code.

This implementation exposes protected virtual functions to be called
from the implementer.

Before executing any surface copies methods (defined in API-specific code)
it tries to detect if the overlapping surface is a superset and if it
is, it creates a view. Views are references of a subset of a surface, it
can be a superset view (the same as referencing the whole texture).
Current code manages 1D, 1D array, 2D, 2D array, cube maps and cube map
arrays with layer and mipmap level views. Texture 3D slices views are
not implemented.

If the view attempt fails, the fast path is invoked with the overlapping
textures (defined in the implementer). If that one fails (returning
nullptr) it will flush and reload the texture.
2019-03-22 13:34:04 -03:00
ReinUsesLisp
aa59d77c3b vk_sampler_cache: Implement a sampler cache 2019-03-12 20:20:57 -03:00
bunnei
633ce92908
Merge pull request #2147 from ReinUsesLisp/texture-clean
shader_ir: Remove "extras" from the MetaTexture
2019-03-10 17:28:36 -04:00
bunnei
1143923cdd
Merge pull request #2191 from ReinUsesLisp/maxwell-to-vk
maxwell_to_vk: Initial implementation
2019-03-08 11:51:08 -05:00
bunnei
4f352833a5
Merge pull request #2055 from bunnei/gpu-thread
Asynchronous GPU command processing
2019-03-07 10:41:53 -05:00
bunnei
076c76f4e4
Merge pull request #2149 from ReinUsesLisp/decoders-style
gl_rasterizer_cache: Move format conversion functions to their own file
2019-03-06 21:56:20 -05:00
bunnei
aaa373585c gpu: Refactor a/synchronous implementations into their own classes. 2019-03-06 21:48:57 -05:00
bunnei
7b574f406b gpu: Move command processing to another thread. 2019-03-06 21:48:57 -05:00
ReinUsesLisp
1f6571b3de maxwell_to_vk: Initial implementation 2019-03-04 04:06:05 -03:00
ReinUsesLisp
35c105a108 vk_buffer_cache: Implement a buffer cache
This buffer cache is just like OpenGL's buffer cache with some minor
style changes. It uses VKStreamBuffer.
2019-03-01 17:33:36 -03:00
ReinUsesLisp
0ad3c031f4 gl_rasterizer_cache: Move format conversion to its own file 2019-02-26 20:08:27 -03:00
ReinUsesLisp
48e6f77c03 shader/decode: Split memory and texture instructions decoding 2019-02-26 00:11:30 -03:00
ReinUsesLisp
33a0597603 vk_stream_buffer: Implement a stream buffer
This manages two kinds of streaming buffers: one for unified memory
models and one for dedicated GPUs. The first one skips the copy from the
staging buffer to the real buffer, since it creates an unified buffer.

This implementation waits for all fences to finish their operation
before "invalidating". This is suboptimal since it should allocate
another buffer or start searching from the beginning. There is room for
improvement here.

This could also handle AMD's "pinned" memory (a heap with 256 MiB) that
seems to be designed for buffer streaming.
2019-02-24 04:27:51 -03:00
ReinUsesLisp
f546fb35ed vk_scheduler: Implement a scheduler
The scheduler abstracts command buffer and fence management with an
interface that's able to do OpenGL-like operations on Vulkan command
buffers.

It returns by value a command buffer and fence that have to be used for
subsequent operations until Flush or Finish is executed, after that the
current execution context (the pair of command buffers and fences) gets
invalidated a new one must be fetched. Thankfully validation layers will
quickly detect if this is skipped throwing an error due to modifications
to a sent command buffer.
2019-02-22 01:33:32 -03:00
ReinUsesLisp
b675c97cdd vk_memory_manager: Implement memory manager
A memory manager object handles the memory allocations for a device. It
allocates chunks of Vulkan memory objects and then suballocates.
2019-02-19 03:42:28 -03:00
ReinUsesLisp
33a4cebc22 vk_resource_manager: Add VKResource interface
VKResource is an interface that gets signaled by a fence when it is free
to be reused.
2019-02-14 18:36:15 -03:00
bunnei
fcc3aa0bbf
Merge pull request #2113 from ReinUsesLisp/vulkan-base
vulkan: Add dependencies and device abstraction
2019-02-14 10:06:48 -05:00