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2020-01-06Merge pull request #3277 from ReinUsesLisp/make-currentbunnei
yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
2020-01-06yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffersReinUsesLisp
MakeCurrent is a costly (according to Nsight's profiler it takes a tenth of a millisecond to complete), and we don't have a reason to call it because: - Qt no longer signals a warning if it's not called - yuzu no longer supports macOS
2020-01-06Merge pull request #3261 from degasus/page_tablebunnei
core/memory + arm/dynarmic: Use a global offset within our arm page table.
2020-01-06Merge pull request #3257 from degasus/no_busy_loopsbunnei
video_core: Block in WaitFence.
2020-01-05Merge pull request #3264 from ReinUsesLisp/vk-descriptor-poolFernando Sahmkow
vk_descriptor_pool: Initial implementation
2020-01-05Merge pull request #2945 from FernandoS27/fix-bcatbunnei
nifm: Only return that there's an internet connection when there's a BCATServer
2020-01-04Merge pull request #3258 from FernandoS27/shader-amendbunnei
Shader_IR: add the ability to amend code in the shader ir.
2020-01-04Shader_IR: Address FeedbackFernando Sahmkow
2020-01-03Update src/video_core/renderer_vulkan/vk_descriptor_pool.cppRodrigo Locatti
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-01-03Merge pull request #3247 from FernandoS27/remap-fixbunnei
NvServices: Correct Ioctl Remap.
2020-01-02Merge pull request #3267 from ReinUsesLisp/remove-maxwell-debuggerbunnei
yuzu: Remove Maxwell debugger
2020-01-02yuzu: Remove Maxwell debuggerReinUsesLisp
This was carried from Citra and wasn't really used on yuzu. It also adds some runtime overhead. This commit removes it from yuzu's codebase.
2020-01-01Merge pull request #3243 from ReinUsesLisp/topologiesbunnei
maxwell_to_gl: Implement missing primitive topologies
2020-01-01vk_descriptor_pool: Initial implementationReinUsesLisp
Create a large descriptor pool where we allocate all our descriptors from. It has to be wide enough to support any pipeline, hence its large numbers. If the descritor pool is filled, we allocate more memory at that moment. This way we can take advantage of permissive drivers like Nvidia's that allocate more descriptors than what the spec requires.
2020-01-01core/memory + arm/dynarmic: Use a global offset within our arm page table.Markus Wick
This saves us two x64 instructions per load/store instruction. TODO: Clean up our memory code. We can use this optimization here as well.
2019-12-31Merge pull request #3239 from ReinUsesLisp/p2rbunnei
shader/p2r: Implement P2R Pr
2019-12-30Shader_IR: add the ability to amend code in the shader ir.Fernando Sahmkow
This commit introduces a mechanism by which shader IR code can be amended and extended. This useful for track algorithms where certain information can derived from before the track such as indexes to array samplers.
2019-12-30Merge pull request #3248 from ReinUsesLisp/vk-imageFernando Sahmkow
vk_image: Add an image object abstraction
2019-12-30vk_image: Avoid unnecesary equalsRodrigo Locatti
2019-12-30Merge pull request #3249 from ReinUsesLisp/vk-staging-buffer-poolFernando Sahmkow
vk_staging_buffer_pool: Add a staging pool for temporary operations
2019-12-30video_core: Block in WaitFence.Markus Wick
This function is called rarely and blocks quite often for a long time. So don't waste power and let the CPU sleep. This might also increase the performance as the other cores might be allowed to clock higher.
2019-12-29vk_staging_buffer_pool: Initialize last epoch to zeroRodrigo Locatti
2019-12-28Merge pull request #3250 from ReinUsesLisp/empty-fragmentFernando Sahmkow
gl_rasterizer: Allow rendering without fragment shader
2019-12-26Merge pull request #3228 from ReinUsesLisp/ptpbunnei
shader/texture: Implement AOFFI and PTP for TLD4 and TLD4S
2019-12-26gl_rasterizer: Allow rendering without fragment shaderReinUsesLisp
Rendering without a fragment shader is usually used in depth-only passes.
2019-12-25vk_staging_buffer_pool: Add a staging pool for temporary operationsReinUsesLisp
The job of this abstraction is to provide staging buffers for temporary operations. Think of image uploads or buffer uploads to device memory. It automatically deletes unused buffers.
2019-12-25vk_image: Add an image object abstractionReinUsesLisp
This object's job is to contain an image and manage its transitions. Since Nvidia hardware doesn't know what a transition is but Vulkan requires them anyway, we have to state track image subresources individually. To avoid the overhead of tracking each subresource in images with many subresources (think of cubemap arrays with several mipmaps), this commit tracks when subresources have diverged. As long as this doesn't happen we can check the state of the first subresource (that will be shared with all subresources) and update accordingly. Image transitions are deferred to the scheduler command buffer.
2019-12-25NvServices: Correct Ioctl Remap.Fernando Sahmkow
This commit corrects a padding value in Ioctl Remap that was actually an offset to the mapping address.
2019-12-25Merge pull request #3244 from ReinUsesLisp/vk-fpsFernando Sahmkow
fixed_pipeline_state: Define structure and loaders
2019-12-24Merge pull request #3236 from ReinUsesLisp/rasterize-enablebunnei
gl_rasterizer: Implement RASTERIZE_ENABLE
2019-12-24fixed_pipeline_state: Define symetric operator!= and mark as noexceptReinUsesLisp
Marks as noexcept Hash, operator== and operator!= for consistency.
2019-12-22fixed_pipeline_state: Define structure and loadersReinUsesLisp
The intention behind this hasheable structure is to describe the state of fixed function pipeline state that gets compiled to a single graphics pipeline state object. This is all dynamic state in OpenGL but Vulkan wants it in an immutable state, even if hardware can edit it freely. In this commit the structure is defined in an optimized state (it uses booleans, has paddings and many data entries that can be packed to single integers). This is intentional as an initial implementation that is easier to debug, implement and review. It will be optimized in later stages, or it might change if Vulkan gets more dynamic states.
2019-12-22maxwell_3d: Add depth bounds registersReinUsesLisp
2019-12-22maxwell_to_gl: Implement missing primitive topologiesReinUsesLisp
Many of these topologies are exclusively available in OpenGL.
2019-12-22Merge pull request #3241 from ReinUsesLisp/gl-shader-cachebunnei
gl_shader_cache: Style changes
2019-12-22Merge pull request #3238 from ReinUsesLisp/vk-resource-managerbunnei
vk_resource_manager: Catch device losses and other changes
2019-12-22Merge pull request #3203 from FernandoS27/tex-cache-fixesbunnei
Texture Cache: Add HLE methods for building 3D textures
2019-12-22Merge pull request #3237 from ReinUsesLisp/vk-shader-decompilerFernando Sahmkow
vk_shader_decompiler: Misc changes
2019-12-22Texture Cache: Improve documentationFernando Sahmkow
2019-12-22Texture Cache: Address FeedbackFernando Sahmkow
2019-12-22Texture Cache: Add HLE methods for building 3D textures within the GPU in ↵Fernando Sahmkow
certain scenarios. This commit adds a series of HLE methods for handling 3D textures in general. This helps games that generate 3D textures on every frame and may reduce loading times for certain games.
2019-12-22Merge pull request #3230 from ReinUsesLisp/vk-emu-shadersFernando Sahmkow
renderer_vulkan/shader: Add helper GLSL shaders
2019-12-22Merge pull request #3240 from ReinUsesLisp/decomp-cond-codeFernando Sahmkow
vk_shader_decompiler: Use Visit instead of reimplementing it
2019-12-21Merge pull request #3235 from ReinUsesLisp/ldg-u8bunnei
shader/memory: Implement LDG.U8 and unaligned U8 loads
2019-12-20gl_shader_cache: Update commentary for shared memoryReinUsesLisp
Remove false commentary. Not dividing by 4 the size of shared memory is not a hack; it describes the number of integers, not bytes. While we are at it sort the generated code to put preprocessor lines on the top.
2019-12-20gl_shader_cache: Remove unused entry in GetPrimitiveDescriptionReinUsesLisp
2019-12-20vk_shader_decompiler: Use Visit instead of reimplementing itReinUsesLisp
ExprCondCode visit implements the generic Visit. Use this instead of that one. As an intended side effect this fixes unwritten memory usages in cases when a negation of a condition code is used.
2019-12-20shader/p2r: Implement P2R PrReinUsesLisp
P2R dumps predicate or condition codes state to a register. This is useful for unit testing.
2019-12-20shader/r2p: Refactor P2R to support P2RReinUsesLisp
2019-12-19Merge pull request #3234 from ReinUsesLisp/i2f-u8-selectorbunnei
shader/conversion: Implement byte selector in I2F