ameerj
15c0c213b1
astc.h: Move data to cpp implementation
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Moves leftover values that are no longer used by the gpu decoder back to the cpp implementation.
2021-07-31 21:26:42 -04:00
bunnei
7530594602
Merge pull request #6759 from ReinUsesLisp/pipeline-statistics
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renderer_vulkan: Add setting to log pipeline statistics
2021-07-30 11:18:52 -07:00
ReinUsesLisp
3b006f4fe2
renderer_vulkan: Add setting to log pipeline statistics
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Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
2021-07-27 21:29:24 -03:00
bunnei
92887a65f0
Merge pull request #6749 from lioncash/rtarget
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render_target: Add missing initializer for size extent
2021-07-27 17:28:53 -07:00
Rodrigo Locatti
ab206d6378
Merge pull request #6748 from lioncash/engine-init
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video_core/engine: Consistently initialize rasterizer pointers
2021-07-27 16:17:20 -03:00
bunnei
2717e79c74
Merge pull request #6745 from lioncash/copies
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video_core: Remove some unused variables
2021-07-27 11:38:32 -07:00
Lioncash
00e100de08
render_target: Add missing initializer for size extent
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Everything else has a default constructor that does the straightforward
thing of initializing most members to a default value, except for the
size.
We explicitly initialize the size (and others, for consistency), to
prevent potential uninitialized reads from occurring. Particularly given
the largeish surface area that this struct is used in.
2021-07-27 07:41:21 -04:00
Lioncash
f8964dd89a
video_core/engine: Consistently initialize rasterizer pointers
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Ensures all of the engines have consistent and deterministic
initialization of the rasterizer pointers.
2021-07-27 07:30:57 -04:00
Lioncash
8c82c594f0
vulkan_wrapper: Fix SetObjectName() always indicating objects as images
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We should be using the passed in object type instead.
2021-07-27 07:19:15 -04:00
Lioncash
ec56a17acd
buffer_cache: Remove unused small_vector in CommitAsyncFlushesHigh()
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Given this is non-trivial, the constructor is required to execute, so
this removes a bit of redundant codegen.
2021-07-27 06:24:44 -04:00
Lioncash
075a744e38
gl_shader_cache: Remove unused variable
2021-07-27 06:23:49 -04:00
Lioncash
296728ec46
vk_compute_pass: Remove unused captures
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Resolves two compiler warnings.
2021-07-27 06:17:52 -04:00
bunnei
d6c799494c
Merge pull request #6696 from ameerj/speed-limit-rename
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general: Rename "Frame Limit" references to "Speed Limit"
2021-07-26 18:51:00 -07:00
Rodrigo Locatti
7511f65e31
Merge pull request #6741 from ReinUsesLisp/stream-remove
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vk_stream_buffer: Remove unused stream buffer
2021-07-26 20:35:01 -03:00
Rodrigo Locatti
1a94b3f452
Merge pull request #6740 from K0bin/hvv-fallback
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Handle allocation failure in Staging buffer
2021-07-26 20:34:44 -03:00
Robin Kertels
75050c788c
vk_staging_buffer_pool: Fall back to host memory when allocation fails
2021-07-26 23:37:18 +02:00
Rodrigo Locatti
c6991fa900
Merge pull request #6728 from ReinUsesLisp/null-buffer-usage
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vk_buffer_cache: Add transform feedback usage to null buffer
2021-07-26 18:30:45 -03:00
ReinUsesLisp
5f9a4817a5
vk_stream_buffer: Remove unused stream buffer
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Remove unused file.
2021-07-26 18:19:53 -03:00
ReinUsesLisp
771dcb2a56
vk_compute_pass: Fix pipeline barrier for indexed quads
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Use an index buffer barrier instead of a vertex input read barrier.
2021-07-26 05:51:09 -03:00
ReinUsesLisp
27ed6e7c2b
vk_buffer_cache: Add transform feedback usage to null buffer
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Fixes bad API usages on Vulkan.
2021-07-26 05:49:37 -03:00
bunnei
98b26b6e12
Merge pull request #6585 from ameerj/hades
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Shader Decompiler Rewrite
2021-07-25 11:39:04 -07:00
bunnei
84b9c42642
Merge pull request #6690 from ReinUsesLisp/dma-clear-fixups
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buffer_cache: Misc fixups related to buffer clears
2021-07-24 01:27:50 -04:00
ameerj
c80ae87b4e
renderer_base: Removed redundant settings
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use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
2021-07-23 22:10:01 -04:00
ameerj
9dfbc9bdce
general: Rename "Frame Limit" references to "Speed Limit"
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This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
2021-07-23 22:10:01 -04:00
ReinUsesLisp
a55ff22900
vulkan/blit_image: Commit descriptor sets within worker thread
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Fixes race condition caused. The descriptor pool is not thread safe, so
we have to commit descriptor sets within the same thread.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
f6796cad9c
vulkan_device: Blacklist Volta and older from VK_KHR_push_descriptor
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Causes crashes on Link's Awakening intro. It's hard to debug if it's our
fault due to bugs in validation layers.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
3c6d440015
Revert "renderers: Disable async shader compilation"
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This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
8381490a04
opengl: Fix asynchronous shaders
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Wait for shader to build before configuring it, and wait for the shader
to build before sharing it with other contexts.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
258f35515d
shader_environment: Receive cache version from outside
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This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-22 21:51:40 -04:00
ameerj
56478bc9ac
shader: Fix disabled attribute default values
2021-07-22 21:51:40 -04:00
ameerj
c9528282d9
gl_device: Simplify GLASM setting logic
2021-07-22 21:51:40 -04:00
ReinUsesLisp
e1ed218b41
renderer_opengl: Use ARB_separate_shader_objects
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Ensures that states set for a particular stage are not attached to other
stages which may not need them.
2021-07-22 21:51:40 -04:00
ameerj
94af0a00f6
glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
2021-07-22 21:51:40 -04:00
ReinUsesLisp
8c166c68d4
gl_shader_cache: Properly implement asynchronous shaders
2021-07-22 21:51:40 -04:00
lat9nq
49946cf780
shader_recompiler, video_core: Resolve clang errors
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Silences the following warnings-turned-errors:
-Wsign-conversion
-Wunused-private-field
-Wbraced-scalar-init
-Wunused-variable
And some other errors
2021-07-22 21:51:40 -04:00
ameerj
41493fbe89
renderers: Fix clang formatting
2021-07-22 21:51:40 -04:00
ameerj
8390286a89
renderers: Disable async shader compilation
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The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
be54aad1c4
maxwell_to_vk: Add R16_SNORM
2021-07-22 21:51:40 -04:00
ameerj
11f04f1022
shader: Ignore global memory ops on devices lacking int64 support
2021-07-22 21:51:40 -04:00
lat9nq
55233c2861
vulkan_device: Add missing include algorithm
2021-07-22 21:51:40 -04:00
ameerj
7277d7fe96
vulkan_device: Blacklist ampere devices from float16 math
2021-07-22 21:51:40 -04:00
ameerj
dbee32d302
gl_shader_cache: Fixes for async shaders
2021-07-22 21:51:40 -04:00
ReinUsesLisp
57171b23f9
vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onward
2021-07-22 21:51:40 -04:00
ReinUsesLisp
8722668b3c
emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia
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Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
fba6bd92d4
vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state
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Workaround potential bug on Nvidia's driver where only updating high
attributes leaves low attributes out dated.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
5643a909bc
shader: Fix disabled and unwritten attributes and varyings
2021-07-22 21:51:39 -04:00
ReinUsesLisp
f94f0be521
vk_graphics_pipeline: Implement smooth lines
2021-07-22 21:51:39 -04:00
ReinUsesLisp
57a8921e01
vk_graphics_pipeline: Implement line width
2021-07-22 21:51:39 -04:00
lat9nq
fb9b1787f8
video_core: Enable GL SPIR-V shaders
2021-07-22 21:51:39 -04:00
lat9nq
1152d66ddd
general: Add setting shader_backend
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GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.
Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.
Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
2021-07-22 21:51:39 -04:00