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2021-02-16Merge pull request #5929 from german77/mousePanningMorph
Improve mouse panning
2021-02-15Merge pull request #4298 from FearlessTobi/remove-cache-settingbunnei
yuzu/configure_filesystem: Remove "Select Cache Directory" option
2021-02-15vk_rasterizer: Fix loading shader addresses twiceReinUsesLisp
This was recently introduced on a wrongly rebased commit.
2021-02-15Merge pull request #3603 from FearlessTobi/port-5123bunnei
Port citra-emu/citra#5123: "SDL: Disable hidapi drivers due to compatibility problems with certain controllers"
2021-02-15Merge pull request #5923 from ReinUsesLisp/vk-dirty-pipelinebunnei
fixed_pipeline_cache: Use dirty flags to lazily update key
2021-02-15Merge pull request #5939 from Morph1984/web_typesLC
core/CMakeLists: Add web_types.h
2021-02-15Merge pull request #4940 from german77/nativeGCbunnei
HID: Implement GC controller in game
2021-02-15core/CMakeLists: Add web_types.hMorph
2021-02-14Merge pull request #5935 from lat9nq/controller_access_keysbunnei
debugger: controller: Add access key
2021-02-14Merge pull request #5909 from ogniK5377/I3dl2Reverbbunnei
audren: Implement I3dl2Reverb
2021-02-14debugger: controller: Add access keylat9nq
Adds the access key to the Controller P1 selection at View -> Debugger -> Controller P1. Avoids using the windowTitle as that would add a literal & to the beginning of the window title.
2021-02-14Merge pull request #5920 from bunnei/am-ldn-fixbunnei
Fix LDN Initialization return code & resulting AM overflow
2021-02-14yuzu: Various frontend improvements to avoid crashes and improve experience ↵bunnei
on Linux.
2021-02-13hle: service: ldn: IUserLocalCommunicationService: Improve the stub.bunnei
2021-02-13Improve mouse panninggerman
2021-02-13hle: service: ldn: IUserLocalCommunicationService: Indicate that LDN is ↵bunnei
disabled. - Fixes crash on Pokemon Sword/Shield when pressing 'Y'.
2021-02-13hle: service: am: IStorageAccessor: Fix out of bounds error handling.bunnei
2021-02-13vk_resource_pool: Load GPU tick once and compare with itReinUsesLisp
Other minor style improvements. Rename free_iterator to hint_iterator, to describe better what it does.
2021-02-13fixed_pipeline_cache: Use dirty flags to lazily update keyReinUsesLisp
Use dirty flags to avoid building pipeline key from scratch on each draw call. This saves a bit of unnecesary work on each draw call.
2021-02-13gl_texture_cache: Lazily create non-sRGB texture views for sRGB formatsameerj
This creates non-sRGB texture views for sRGB texture formats to allow for interfacing with these views in compute shaders using imageLoad and imageStore. Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-02-13Merge pull request #5919 from ReinUsesLisp/stream-buffer-tragicMorph
gl_stream_buffer/vk_staging_buffer_pool: Fix size check
2021-02-13vk_master_semaphore: Mark gpu_tick atomic operations with relaxed orderReinUsesLisp
2021-02-13vk_staging_buffer_pool: Inline tick testsReinUsesLisp
Load the current tick to a local variable, moving it out of an atomic and allowing us to compare the value without going through a pointer each time. This should make the loop more optimizable.
2021-02-13gl_stream_buffer/vk_staging_buffer_pool: Fix size checkReinUsesLisp
Fix a tragic off-by-one condition that causes Vulkan's stream buffer to think it's always full, using fallback memory. The OpenGL was also affected by this bug to a lesser extent.
2021-02-13Merge pull request #5915 from lat9nq/screenshots-dir-fixLC
yuzu: Create screenshot path before capture
2021-02-13Merge pull request #5916 from ameerj/maxwell-gl-unusedLC
maxwell_to_gl: Remove unused code
2021-02-13vulkan_device: Require VK_EXT_robustness2ReinUsesLisp
We are already using robustness2 features without requiring it explicitly, causing potential crashes on drivers without the extension. Requiring this at boot allows better diagnostics for it and formalizes our usage on the extension.
2021-02-13config: Make high GPU accuracy the defaultReinUsesLisp
This is a better default for most games, yielding better performance and less graphical issues.
2021-02-13video_core: Fix clang build issuesReinUsesLisp
2021-02-13vk_staging_buffer_pool: Fix softlock when stream buffer overflowsReinUsesLisp
There was still a code path that could wait on a timeline semaphore tick that would never be signalled. While we are at it, make use of more STL algorithms.
2021-02-13vk_buffer_cache: Add support for null index buffersReinUsesLisp
Games can bind a null index buffer (size=0) where all indices are evaluated as zero. VK_EXT_robustness2 doesn't support this and all drivers segfault when a null index buffer is passed to vkCmdBindIndexBuffer. Workaround this by creating a 4 byte buffer and filling it with zeroes. If it's read out of bounds, robustness takes care of returning zeroes as indices.
2021-02-13buffer_cache: Add extra bytes to guest SSBOsReinUsesLisp
Bind extra bytes beyond the guest API's bound range. This is due to some games like Astral Chain operating out of bounds. Binding the whole map range would be technically correct, but games have large maps that make this approach unaffordable for now.
2021-02-13Merge branch 'bytes-to-map-end' into new-bufcache-wipReinUsesLisp
2021-02-13vk_staging_buffer_pool: Get a staging buffer instead of waitingReinUsesLisp
Avoids waiting idle while the GPU finishes to do work, and fixes an issue where we'd wait forever if a single command buffer (logic tick) all the data.
2021-02-13yuzu/config: Disable assembly shaders by defaultReinUsesLisp
Due to BindBufferRangeNV limitations and poor quality code emission from our side, assembly shaders are currently slower than GLSL. Their build time and feature advantages are still relevant, but they are outweighted by their runtime performance.
2021-02-13renderer_opengl: Remove interopReinUsesLisp
Remove unused interop code from the OpenGL backend.
2021-02-13gl_buffer_cache: Drop interop based parameter buffer workaroundsReinUsesLisp
Sacrify runtime performance to avoid generating kernel exceptions on Windows due to our abusive aliasing of interop buffer objects.
2021-02-13buffer_cache: Heuristically detect stream buffersReinUsesLisp
Detect when a memory region has been joined several times and increase the size of the created buffer on those instances. The buffer is assumed to be a "stream buffer", increasing its size should stop us from constantly recreating it and fragmenting memory.
2021-02-13buffer_cache: Split CreateBuffer in separate functionsReinUsesLisp
Allow adding functionality to each function without making CreateBuffer more complex.
2021-02-13buffer_cache: Skip cache on small uploads on VulkanReinUsesLisp
Ports from OpenGL the optimization to skip small 3D uniform buffer uploads. This will take advantage of the previously introduced stream buffer. Fixes instances where the staging buffer offset was being ignored.
2021-02-13vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp
This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
2021-02-13vulkan_device: Enable robustBufferAccessReinUsesLisp
Fix regression on Pascal on Animal Crossing: New Horizons, fixing a validation error.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp
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.
2021-02-13vulkan_common: Expose interop and headless devicesReinUsesLisp
2021-02-13vulkan_common: Make interop extensions mandatoryReinUsesLisp
2021-02-13vulkan_device: Enable robust buffersReinUsesLisp
2021-02-13vulkan_device: Use designated initializers for featuresReinUsesLisp
2021-02-13vulkan_wrapper: Add memory barrier pipeline barrier helperReinUsesLisp
2021-02-13vulkan_device: Fix formatting of constantsReinUsesLisp
2021-02-13vulkan_wrapper: Add interop functionsReinUsesLisp