- Jan 12, 2020
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Fernando Sahmkow authored
vk_compute_pass: Add compute passes to emulate missing Vulkan features
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- Jan 11, 2020
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Rodrigo Locatti authored
Comment hardcoded SPIR-V modules.
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- Jan 08, 2020
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ReinUsesLisp authored
This currently only supports quad arrays and u8 indices. In the future we can remove quad arrays with a table written from the CPU, but this was used to bootstrap the other passes helpers and it was left in the code. The blob code is generated from the "shaders/" directory. Read the instructions there to know how to generate the SPIR-V.
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ReinUsesLisp authored
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Fernando Sahmkow authored
vk_pipeline_cache: Initial implementation
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- Jan 07, 2020
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bunnei authored
service: vi: Implement CloseLayer.
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ReinUsesLisp authored
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
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ReinUsesLisp authored
This abstractio represents the state of the 3D engine at a given draw. Instead of changing individual bits of the pipeline how it's done in APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put everything together into a single, immutable object. It takes advantage of the few dynamic states Vulkan offers.
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ReinUsesLisp authored
This abstraction represents a Vulkan compute pipeline.
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ReinUsesLisp authored
This function allows us to share code between compute and graphics pipelines compilation.
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ReinUsesLisp authored
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ReinUsesLisp authored
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- Jan 06, 2020
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bunnei authored
vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
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bunnei authored
renderer_vulkan: Buffer cache, stream buffer and memory manager changes
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ReinUsesLisp authored
The renderpass cache is used to avoid creating renderpasses on each draw. The hashed structure is not currently optimized.
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ReinUsesLisp authored
The update descriptor is used to store in flat memory a large chunk of staging data used to update descriptor sets through templates. It provides a push interface to easily insert descriptors following the current pipeline. The order used in the descriptor update template has to be implicitly followed. We can catch bugs here using validation layers.
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ReinUsesLisp authored
The stream buffer before this commit once it was full (no more bytes to write before looping) waiting for all previous operations to finish. This was a temporary solution and had a noticeable performance penalty in performance (from what a profiler showed). To avoid this mark with fences usages of the stream buffer and once it loops wait for them to be signaled. On average this will never wait. Each fence knows where its usage finishes, resulting in a non-paged stream buffer. On the other side, the buffer cache is reimplemented using the generic buffer cache. It makes use of the staging buffer pool and the new stream buffer.
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ReinUsesLisp authored
* Allocate memory in discrete exponentially increasing chunks until the 128 MiB threshold. Allocations larger thant that increase linearly by 256 MiB (depending on the required size). This allows to use small allocations for small resources. * Move memory maps to a RAII abstraction. To optimize for debugging tools (like RenderDoc) users will map/unmap on usage. If this ever becomes a noticeable overhead (from my profiling it doesn't) we can transparently move to persistent memory maps without harming the API, getting optimal performance for both gameplay and debugging. * Improve messages on exceptional situations. * Fix typos "requeriments" -> "requirements". * Small style changes.
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ReinUsesLisp authored
This is intended for a follow up commit to avoid circular dependencies.
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bunnei authored
yuzu/bootmanager: Remove {glx,wgl}MakeCurrent on SwapBuffers
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ReinUsesLisp authored
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
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bunnei authored
core/memory + arm/dynarmic: Use a global offset within our arm page table.
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bunnei authored
video_core: Block in WaitFence.
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- Jan 05, 2020
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Fernando Sahmkow authored
vk_descriptor_pool: Initial implementation
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bunnei authored
nifm: Only return that there's an internet connection when there's a BCATServer
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- Jan 04, 2020
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bunnei authored
Shader_IR: add the ability to amend code in the shader ir.
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Fernando Sahmkow authored
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bunnei authored
- Needed for Undertale.
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- Jan 03, 2020
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Rodrigo Locatti authored
Co-Authored-By:
Mat M. <mathew1800@gmail.com>
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bunnei authored
NvServices: Correct Ioctl Remap.
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bunnei authored
yuzu: Remove Maxwell debugger
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ReinUsesLisp authored
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.
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- Jan 02, 2020
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bunnei authored
maxwell_to_gl: Implement missing primitive topologies
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- Jan 01, 2020
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ReinUsesLisp authored
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.
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Markus Wick authored
This saves us two x64 instructions per load/store instruction. TODO: Clean up our memory code. We can use this optimization here as well.
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bunnei authored
shader/p2r: Implement P2R Pr
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- Dec 30, 2019
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Fernando Sahmkow authored
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.
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Fernando Sahmkow authored
vk_image: Add an image object abstraction
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Rodrigo Locatti authored
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Fernando Sahmkow authored
vk_staging_buffer_pool: Add a staging pool for temporary operations
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