Commit graph

459 commits

Author SHA1 Message Date
bunnei 41a333321a
Merge pull request #4175 from ReinUsesLisp/read-buffer
gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
2020-07-02 23:30:08 -04:00
Rodrigo Locatti d217017c9e
Merge pull request #4191 from Morph1984/vertex-formats
maxwell_to_gl/vk: Reorder vertex formats
2020-06-30 03:30:00 -03:00
Rodrigo Locatti f84cbf6429
Merge pull request #4140 from ReinUsesLisp/validation-layers
renderer_vulkan: Update validation layer name and test before enabling
2020-06-29 02:12:38 -03:00
Morph 4a35df337b maxwell_to_vk: Reorder vertex formats and add A2B10G10R10 for all types except float 2020-06-28 02:57:10 -04:00
Fernando Sahmkow 528b19a842 General: Tune the priority of main emulation threads so they have higher priority than less important helper threads. 2020-06-27 11:36:09 -04:00
bunnei 78d3b54ea7
Merge pull request #4111 from ReinUsesLisp/preserve-contents-vk
vk_rasterizer: Don't preserve contents on full screen clears
2020-06-26 18:48:12 -04:00
ReinUsesLisp 6481d91e4a gl_buffer_cache: Copy to buffers created as STREAM_READ before downloading
After marking buffers as resident, Nvidia's driver seems to take a
slow path. To workaround this issue, copy to a STREAM_READ buffer and
then call GetNamedBufferSubData on it.

This is a temporary solution until we have asynchronous flushing.
2020-06-26 16:58:40 -03:00
ReinUsesLisp 32a2dcd415 buffer_cache: Use buffer methods instead of cache virtual methods 2020-06-24 02:36:14 -03:00
ReinUsesLisp 32485917ba gl_buffer_cache: Mark buffers as resident
Make stream buffer and cached buffers as resident and query their
address. This allows us to use GPU addresses for several proprietary
Nvidia extensions.
2020-06-24 02:36:14 -03:00
Rodrigo Locatti 406d298457
Merge pull request #4110 from ReinUsesLisp/direct-upload-sets
vk_update_descriptor: Upload descriptor sets data directly
2020-06-22 05:02:13 -03:00
ReinUsesLisp 2f09c7ddd3 renderer_vulkan: Update validation layer name and test before enabling
Update validation layer string to VK_LAYER_KHRONOS_validation.

While we are at it, properly check for available validation layers
before enabling them.
2020-06-22 04:10:45 -03:00
bunnei c27c76ed43
Merge pull request #4126 from lioncash/noexcept
vulkan/wrapper: Remove noexcept from GetSurfaceCapabilitiesKHR()
2020-06-21 22:36:14 -04:00
bunnei 7d1dca4c98
Merge pull request #4099 from MerryMage/macOS-build
Fix compilation on macOS
2020-06-19 23:31:04 -04:00
Lioncash a6e5b84d1f vulkan/wrapper: Remove noexcept from GetSurfaceCapabilitiesKHR()
Check() can throw an exception if the Vulkan result isn't successful.

We remove the check so that std::terminate isn't outright called and
allows for better debugging (should it ever actually fail).
2020-06-19 23:01:59 -04:00
ReinUsesLisp cf137ea40b vk_rasterizer: Don't preserve contents on full screen clears
There's no need to load contents from the CPU when a clear resets all
the contents of the underlying memory. This is already implemented on
OpenGL and the texture cache.
2020-06-18 18:18:33 -03:00
ReinUsesLisp 7d763f060e vk_update_descriptor: Upload descriptor sets data directly
Instead of copying to a temporary payload before sending the update task
to the worker thread, insert elements to the payload directly.
2020-06-18 17:47:19 -03:00
MerryMage 69f38355ed vk_rasterizer: BindTransformFeedbackBuffersEXT accepts a size of type VkDeviceSize 2020-06-18 15:47:44 +01:00
MerryMage b1eada6079 renderer_vulkan: Fix macOS GetBundleDirectory reference 2020-06-18 15:47:44 +01:00
Morph 2f420618ea vk_sampler_cache: Emulate GL_LINEAR/NEAREST minification filters
Emulate GL_LINEAR/NEAREST minification filters using minLod = 0 and maxLod = 0.25 during sampler creation
2020-06-18 04:56:31 -04:00
Morph be660e7749 maxwell_to_vk: Reorder filter cases and correct mipmap_filter=None
maxwell_to_vk: Reorder filtering modes to start with None, then Nearest, then Linear.
maxwell_to_vk: Logs filter modes under UNREACHABLE_MSG instead of UNIMPLEMENTED_MSG, since any unknown filter modes are invalid and not unimplemented.
maxwell_to_vk: Return VK_SAMPLER_MIPMAP_MODE_NEAREST instead of VK_SAMPLER_MIPMAP_MODE_LINEAR when mipmap_filter is None with the description from the VkSamplerCreateInfo(3) man page.
2020-06-18 04:56:31 -04:00
Rodrigo Locatti 0bd9bc7201
Merge pull request #4066 from ReinUsesLisp/shared-ptr-buf
buffer_cache: Avoid passing references of shared pointers and misc style changes
2020-06-15 22:29:32 -03:00
bunnei c2ea1e1bcb
Merge pull request #4049 from ReinUsesLisp/separate-samplers
shader/texture: Join separate image and sampler pairs offline
2020-06-13 13:48:27 -04:00
bunnei 5633887569
Merge pull request #3986 from ReinUsesLisp/shader-cache
shader_cache: Implement a generic runtime shader cache
2020-06-12 23:14:48 -04:00
ReinUsesLisp 6508cdd003 buffer_cache: Avoid passing references of shared pointers and misc style changes
Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.

While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
2020-06-09 18:30:49 -03:00
ReinUsesLisp c95c254f3e texture_cache: Implement rendering to 3D textures
This allows rendering to 3D textures with more than one slice.
Applications are allowed to render to more than one slice of a texture
using gl_Layer from a VTG shader.

This also requires reworking how 3D texture collisions are handled, for
now, this commit allows rendering to slices but not to miplevels. When a
render target attempts to write to a mipmap, we fallback to the previous
implementation (copying or flushing as needed).

- Fixes color correction 3D textures on UE4 games (rainbow effects).
- Allows Xenoblade games to render to 3D textures directly.
2020-06-08 05:01:00 -03:00
Rodrigo Locatti 2293e8a11a
Merge pull request #4034 from ReinUsesLisp/storage-texels
vk_rasterizer: Implement storage texels and atomic image operations
2020-06-07 18:43:24 -03:00
ReinUsesLisp abcea1bb18 rasterizer_cache: Remove files and includes
The rasterizer cache is no longer used. Each cache has its own generic
implementation optimized for the cached data.
2020-06-07 04:32:57 -03:00
ReinUsesLisp 678f95e4f8 vk_pipeline_cache: Use generic shader cache
Trivial port the generic shader cache to Vulkan.
2020-06-07 04:32:57 -03:00
bunnei 98671b4cfe
Merge pull request #4013 from ReinUsesLisp/skip-no-xfb
vk_rasterizer: Skip transform feedbacks when extension is unavailable
2020-06-05 11:14:36 -04:00
ReinUsesLisp 5b2b6d594c shader/texture: Join separate image and sampler pairs offline
Games using D3D idioms can join images and samplers when a shader
executes, instead of baking them into a combined sampler image. This is
also possible on Vulkan.

One approach to this solution would be to use separate samplers on
Vulkan and leave this unimplemented on OpenGL, but we can't do this
because there's no consistent way of determining which constant buffer
holds a sampler and which one an image. We could in theory find the
first bit and if it's in the TIC area, it's an image; but this falls
apart when an image or sampler handle use an index of zero.

The used approach is to track for a LOP.OR operation (this is done at an
IR level, not at an ISA level), track again the constant buffers used as
source and store this pair. Then, outside of shader execution, join
the sample and image pair with a bitwise or operation.

This approach won't work on games that truly use separate samplers in a
meaningful way. For example, pooling textures in a 2D array and
determining at runtime what sampler to use.

This invalidates OpenGL's disk shader cache :)

- Used mostly by D3D ports to Switch
2020-06-05 00:24:51 -03:00
ReinUsesLisp 866c1165af vk_shader_decompiler: Implement atomic image operations
Implement atomic operations on images.
On GLSL these are atomicImage* functions (e.g. atomicImageAdd).
2020-06-02 02:20:02 -03:00
ReinUsesLisp 4a6b9a1a71 vk_rasterizer: Implement storage texels
This is the equivalent of an image buffer on OpenGL.

- Used by Octopath Traveler
2020-06-02 02:16:33 -03:00
ReinUsesLisp 3a59e724c9 maxwell_to_vk: Add R16UI image format
- Used by Octopath Traveler
2020-06-02 02:15:20 -03:00
bunnei 6c0b1a9ee2
Merge pull request #3996 from ReinUsesLisp/front-faces
fixed_pipeline_state,gl_rasterizer: Swap negative viewport checks for front faces
2020-06-01 14:04:35 -04:00
bunnei e68ee43a1a
Merge pull request #3930 from ReinUsesLisp/animal-borders
vk_rasterizer: Implement constant attributes
2020-05-31 18:40:17 -04:00
bunnei 058ec22787
Merge pull request #3982 from ReinUsesLisp/membar-cts
shader/other: Implement MEMBAR.CTS
2020-05-30 11:51:42 -04:00
ReinUsesLisp 5616be12be vk_rasterizer: Skip transform feedbacks when extension is unavailable
Avoids calling transform feedback procedures when
VK_EXT_transform_feedback is not available.
2020-05-29 03:05:29 -03:00
bunnei 1bb3122c1f
Merge pull request #3991 from ReinUsesLisp/depth-sampling
texture_cache: Implement depth stencil texture swizzles
2020-05-28 23:33:38 -04:00
bunnei 630fc12d4e
Merge pull request #3961 from Morph1984/bgra8_srgb
maxwell_to_vk: Add format B8G8R8A8_SRGB and add Attachable capability for B8G8R8A8_UNORM
2020-05-27 16:44:22 -04:00
ReinUsesLisp 32e6727dae shader/other: Implement MEMBAR.CTS
This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it.
2020-05-27 00:19:45 -03:00
ReinUsesLisp 8bba84a401 texture_cache: Implement depth stencil texture swizzles
Stop ignoring image swizzles on depth and stencil images.

This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL
texture changes swizzles twice before being used. A proper fix would be
having a small texture view cache for this like we do on Vulkan.
2020-05-26 17:44:50 -03:00
ReinUsesLisp efe7b7483b fixed_pipeline_state: Remove unnecessary check for front faces flip
The check to flip faces when viewports are negative were a left over
from the old OpenGL code. This is not required on Vulkan where we have
negative viewports.
2020-05-26 16:32:27 -03:00
bunnei 508242c267
Merge pull request #3981 from ReinUsesLisp/bar
shader/other: Implement BAR.SYNC 0x0
2020-05-26 14:40:13 -04:00
bunnei 86345c126a
Merge pull request #3978 from ReinUsesLisp/write-rz
shader_decompiler: Visit source nodes even when they assign to RZ
2020-05-25 21:31:33 -04:00
bunnei 1adabdac7f
Merge pull request #3905 from FernandoS27/vulkan-fix
Correct a series of crashes and intructions on Async GPU and Vulkan Pipeline
2020-05-24 15:23:38 -04:00
bunnei 487dd05170
Merge pull request #3979 from ReinUsesLisp/thread-group
shader/other: Implement thread comparisons (NV_shader_thread_group)
2020-05-24 00:33:06 -04:00
ReinUsesLisp 5d0986a53b shader/other: Implement BAR.SYNC 0x0
Trivially implement this particular case of BAR. Unless games use OpenCL
or CUDA barriers, we shouldn't hit any other case here.
2020-05-21 23:20:43 -03:00
ReinUsesLisp e2b67a868b shader/other: Implement thread comparisons (NV_shader_thread_group)
Hardware S2R special registers match gl_Thread*MaskNV. We can trivially
implement these using Nvidia's extension on OpenGL or naively stubbing
them with the ARB instructions to match. This might cause issues if the
host device warp size doesn't match Nvidia's. That said, this is
unlikely on proper shaders.

Refer to the attached url for more documentation about these flags.
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_shader_thread_group.txt
2020-05-21 23:18:37 -03:00
ReinUsesLisp ed4e324991 shader_decompiler: Visit source nodes even when they assign to RZ
Some operations like atomicMin were ignored because they returned were
being stored to RZ. This operations have a side effect and it was being
ignored.
2020-05-21 23:16:03 -03:00
ReinUsesLisp 434856c636 vk_shader_decompiler: Don't assert for void returns
Atomic instructions can be used without returning anything and this is
valid code. Remove the assert.
2020-05-21 23:16:03 -03:00