- Jan 15, 2020
- Jan 14, 2020
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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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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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- Jan 11, 2020
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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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- Jan 07, 2020
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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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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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- Jan 04, 2020
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Fernando Sahmkow authored
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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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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 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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- 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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Rodrigo Locatti authored
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Markus Wick authored
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.
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- Dec 29, 2019
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Rodrigo Locatti authored
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- Dec 26, 2019
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ReinUsesLisp authored
Rendering without a fragment shader is usually used in depth-only passes.
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- Dec 25, 2019
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ReinUsesLisp authored
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.
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ReinUsesLisp authored
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.
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- Dec 24, 2019
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ReinUsesLisp authored
Marks as noexcept Hash, operator== and operator!= for consistency.
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- Dec 23, 2019
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ReinUsesLisp authored
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.
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ReinUsesLisp authored
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ReinUsesLisp authored
Many of these topologies are exclusively available in OpenGL.
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- Dec 22, 2019
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Fernando Sahmkow authored
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Fernando Sahmkow authored
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