- Jan 16, 2020
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James Rowe authored
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- Jan 14, 2020
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Rodrigo Locatti authored
control_flow: Silence -Wreorder warning for CFGRebuildState
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Rodrigo Locatti authored
gl_shader_cache: Remove unused variables
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Lioncash authored
Organizes the initializer list in the same order that the variables would actually be initialized in.
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bunnei authored
GUI/configure: resize hotkeys action column to fit content
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Lioncash authored
Given this isn't used, this can be removed entirely.
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Lioncash authored
Avoids several reallocations of std::vector instances where applicable.
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Lioncash authored
Eliminates a few unnecessary constructions of std::vectors.
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bunnei authored
shader_ir/memory: Implement u16 and u8 for STG and LDG
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bunnei authored
shader_ir/texture: Simplify AOFFI code
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bunnei authored
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
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bunnei authored
core/kernel: Fix GetTotalPhysicalMemoryUsed.
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- Jan 12, 2020
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Bartosz Kaszubowski authored
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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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Markus Wick authored
module._memory was already moved over to a new shared_ptr. So code_memory_size was not increased at all. This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB. This fixes a regression of c0a01f3a
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Rodrigo Locatti authored
Comment hardcoded SPIR-V modules.
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- Jan 10, 2020
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ReinUsesLisp authored
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's driver using the internal driver defaults.
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- Jan 09, 2020
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ReinUsesLisp authored
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ReinUsesLisp authored
Using the same technique we used for u8 on LDG, implement u16. In the case of STG, load memory and insert the value we want to set into it with bitfieldInsert. Then set that value.
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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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