Commit Graph

4362 Commits

Author SHA1 Message Date
Lioncash
6c53edd4d3 vulkan: Remove unnecessary includes
Reduces some header churn and reduces rebuilds when some header
internals change.

While we're at it we can also resolve a missing include in buffer_cache.
2020-04-28 21:54:46 -04:00
ReinUsesLisp
871aadbe36 shader/arithmetic_integer: Fix tracking issue in temporary
This temporary is not needed as we mark Rd.CC + IADD.X as unimplemented.
It caused issues when tracking global buffers.
2020-04-28 17:14:53 -03:00
Fernando Sahmkow
9df67b2095 Clang Format and Documentation. 2020-04-28 14:02:51 -04:00
Fernando Sahmkow
37c690576f MaxwellDMA: Optimize micro copies. 2020-04-28 13:44:14 -04:00
bunnei
72b73d22ab
Merge pull request #3784 from ReinUsesLisp/shader-memory-util
shader/memory_util: Deduplicate code
2020-04-28 12:05:50 -04:00
ReinUsesLisp
d6a24b4a5b vk_rasterizer: Skip index buffer setup when vertices are zero
Xenoblade 2 invokes a draw call with zero vertices.
This is likely due to indirect drawing (glDrawArraysIndirect).

This causes a crash in the staging buffer pool when trying to create a
buffer with a size of zero. To workaround this, skip index buffer setup
entirely when the number of indices is zero.
2020-04-28 02:24:33 -03:00
ReinUsesLisp
fe931ac976 {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
2020-04-28 02:18:12 -03:00
Fernando Sahmkow
b87422a86f VideoCore/GPU: Delegate subchannel engines to the dma pusher. 2020-04-27 22:07:21 -04:00
Fernando Sahmkow
90e5694230 VideoCore/Engines: Refactor Engines CallMethod. 2020-04-27 21:47:58 -04:00
ReinUsesLisp
bb1ed66d99 maxwell_3d: Fix depth clamping register
Using deko3d as reference:
4e47ba0013/source/maxwell/gpu_3d_state.cpp (L42)

We were using bits 3 and 4 to determine depth clamping, but these are
the same both enabled and disabled:

state->depthClampEnable ? 0x101A : 0x181D

The same happens on Nvidia's OpenGL driver, where they do something like
this (default capabilities, GL 4.5 compatibility):

(state & DEPTH_CLAMP) != 0 ? 0x201a : 0x281c

There's always a difference between the first bits in this register, but
bit 11 is consistently disabled on both deko3d/NVN and OpenGL. This
commit changes yuzu's behaviour to use bit 11 to determine depth
clamping.

- Fixes depth issues on Super Mario Odyssey's intro.
2020-04-27 20:50:14 -03:00
Fernando Sahmkow
1517cba8ca
Merge pull request #3766 from ReinUsesLisp/renderpass-cache-key
vk_renderpass_cache: Pack renderpass cache key and unify keys
2020-04-27 16:05:14 -04:00
Fernando Sahmkow
a65e9ad552
Merge pull request #3756 from ReinUsesLisp/integrated-devices
vk_memory_manager: Remove unified memory model flag
2020-04-27 16:04:22 -04:00
bunnei
6c7d8073be
Merge pull request #3742 from FernandoS27/command-list
Optimize GPU Command Lists and Introduce Fast GPU Time Option
2020-04-27 00:18:46 -04:00
ReinUsesLisp
8da16cf9fb texture_cache: Reintroduce preserve_contents accurately
This reverts commit 94b0e2e5da.

preserve_contents proved to be a meaningful optimization. This commit
reintroduces it but properly implemented on OpenGL.

We have to make sure the clear removes all the previous contents of the
image.

It's not currently implemented on Vulkan because we can do smart things
there that's preferred to be introduced in a separate commit.
2020-04-26 19:53:02 -03:00
Rodrigo Locatti
7e38dd580f
Merge pull request #3753 from ReinUsesLisp/ac-vulkan
{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
2020-04-26 01:55:43 -03:00
ReinUsesLisp
ddd82ef42b shader/memory_util: Deduplicate code
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as
well as shader decoder code.

While we are at it, fix a bug in gl_shader_cache where compute shaders
had an start offset of a stage shader.
2020-04-26 01:38:51 -03:00
ReinUsesLisp
e895a4e2d7 shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplemented
IADD.X Rd.CC requires some extra logic that is not currently
implemented. Abort when this is hit.
2020-04-25 22:58:33 -03:00
ReinUsesLisp
2a96bea6a7 shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflow
Signed integer addition overflow might be undefined behavior. It's free
to change operations to UAdd and use unsigned integers to avoid
potential bugs.
2020-04-25 22:57:54 -03:00
ReinUsesLisp
c788f9c0bd shader/arithmetic_integer: Implement IADD.X
IADD.X takes the carry flag and adds it to the result. This is generally
used to emulate 64-bit operations with 32-bit registers.
2020-04-25 22:56:11 -03:00
ReinUsesLisp
255197e643 shader/arithmetic_integer: Implement CC for IADD 2020-04-25 22:55:26 -03:00
ReinUsesLisp
ffc5ec6fa8 decode/register_set_predicate: Implement CC
P2R CC takes the state of condition codes and puts them into a register.
We already have this implemented for PR (predicates). This commit
implements CC over that.
2020-04-25 22:54:42 -03:00
ReinUsesLisp
d523734266 decode/register_set_predicate: Use move for shared pointers
Avoid atomic counters used by shared pointers.
2020-04-25 22:54:14 -03:00
bunnei
c5bf693882
Merge pull request #3721 from ReinUsesLisp/sort-devices
vulkan/wrapper: Sort physical devices
2020-04-25 03:27:40 -04:00
bunnei
4e37825dab
Merge pull request #3734 from ReinUsesLisp/half-float-mods
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
2020-04-25 00:41:43 -04:00
ReinUsesLisp
527a1574c3 vk_rasterizer: Pack texceptions and color formats on invalid formats
Sometimes for unknown reasons NVN games can bind a render target format
of 0. This may be a yuzu bug.

With the commits before this the formats were specified without being
"packed", assuming all formats and texceptions will be written like in
the color_attachments vector.

To address this issue, iterate all render targets and pack them as they
are valid. This way they will match color_attachments.

- Fixes validation errors and graphical issues on Breath of the Wild.
2020-04-24 22:21:29 -03:00
bunnei
7c8acb0025
Merge pull request #3749 from ReinUsesLisp/lea-imm
shader/arithmetic_integer: Fix LEA_IMM encoding
2020-04-24 14:30:13 -04:00
Fernando Sahmkow
d8a961cd6c Revert: shader_decode: Fix LD, LDG when track constant buffer. 2020-04-24 11:00:54 -04:00
Markus Wick
e717a1df20 Fix -Wdeprecated-copy warning. 2020-04-24 09:33:04 +02:00
Markus Wick
c499c22cf7 Fix -Werror=conversion error. 2020-04-24 09:33:04 +02:00
ReinUsesLisp
dbaebd8582 decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
The encoding for negation and absolute value was wrong.
Extracting is now done manually. Similar instructions having different
encodings is the rule, not the exception. To keep sanity and readability
I preferred to extract the desired bit manually.

This is implemented against nxas:
8dbc389957/table.h (L68)

That is itself tested against nvdisasm (Nvidia's official disassembler).
2020-04-23 18:29:38 -03:00
ReinUsesLisp
4fb921ff6b shader/texture: Support multiple unknown sampler properties
This allows deducing some properties from the texture instruction before
asking the runtime. By doing this we can handle type mismatches in some
instructions from the renderer instead of the shader decoder.

Fixes texelFetch issues with games using 2D texture instructions on a 1D
sampler.
2020-04-23 18:04:13 -03:00
ReinUsesLisp
72deb773fd shader_ir: Turn classes into data structures 2020-04-23 18:00:06 -03:00
ReinUsesLisp
3e35101895 vk_rasterizer: Fix framebuffer creation validation errors
Framebuffer creation was ignoring the number of color attachments.
2020-04-23 17:34:16 -03:00
ReinUsesLisp
8c37cd1af6 vk_pipeline_cache: Unify pipeline cache keys into a single operation
This allows us to call Common::CityHash and std::memcmp only once for
GraphicsPipelineCacheKey. While we are at it, do the same for compute.
2020-04-23 17:34:16 -03:00
ReinUsesLisp
f665c92114 vk_renderpass_cache: Pack renderpass cache key to 12 bytes 2020-04-23 17:34:16 -03:00
bunnei
ff0c49e1ce
kernel: memory: Improve implementation of device shared memory. (#3707)
* kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.

* fixup! kernel: memory: Improve implementation of device shared memory.
2020-04-23 11:37:12 -04:00
Fernando Sahmkow
5c9feaebb6 Clang Format. 2020-04-23 08:52:58 -04:00
Fernando Sahmkow
b8aef40c56 GPU: Add Fast GPU Time Option. 2020-04-23 08:52:57 -04:00
Fernando Sahmkow
18a88d19dc Maxwell3D: Process Macros on MultiMethod. 2020-04-23 08:52:56 -04:00
Fernando Sahmkow
3fedcc2f6e DMAPusher: Propagate multimethod writes into the engines. 2020-04-23 08:52:55 -04:00
bunnei
2409fedacf
Merge pull request #3697 from lioncash/declarations
CMakeLists: Enable -Wmissing-declarations on Linux builds
2020-04-23 02:18:52 -04:00
bunnei
bf2ddb8fd5
Merge pull request #3677 from FernandoS27/better-sync
Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22 22:09:38 -04:00
ReinUsesLisp
d9463f4562 vk_pipeline_cache: Fix unintentional memcpy into optional
The intention behind this was to assign a float to from an uint32_t, but
it was unintentionally being copied directly into the std::optional.

Copy to a temporary and assign that temporary to std::optional. This can
be replaced with std::bit_cast<float> once we are in C++20.
2020-04-22 21:36:05 -03:00
Fernando Sahmkow
c043ac4f13 GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop, 2020-04-22 20:34:32 -04:00
Fernando Sahmkow
afae40a99e
Merge pull request #3653 from ReinUsesLisp/nsight-aftermath
renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
2020-04-22 11:39:01 -04:00
Fernando Sahmkow
4e37f1b113 Address Feedback. 2020-04-22 11:36:27 -04:00
Fernando Sahmkow
39e5b72948 Async GPU: Correct flushing behavior to be similar to old async GPU behavior. 2020-04-22 11:36:26 -04:00
Fernando Sahmkow
1b3be8a8f8 MaxwellDMA: Correct copying on accuracy level. 2020-04-22 11:36:25 -04:00
Fernando Sahmkow
644588fd88 ShaderCache/PipelineCache: Cache null shaders. 2020-04-22 11:36:25 -04:00
Fernando Sahmkow
f616dc0b59 Address Feedback. 2020-04-22 11:36:24 -04:00
Fernando Sahmkow
ec2f3e48e1 Fix GCC error. 2020-04-22 11:36:23 -04:00
Fernando Sahmkow
b3e5f177ba QueryCache: Only do async flushes on async gpu. 2020-04-22 11:36:21 -04:00
Fernando Sahmkow
f4ab223ef0 Async GPU: Only do reactive flushing on Extreme Level. 2020-04-22 11:36:20 -04:00
ReinUsesLisp
b752faf2d3 vk_fence_manager: Initial implementation 2020-04-22 11:36:19 -04:00
Fernando Sahmkow
0649f05900 QueryCache: Implement Async Flushes. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow
131b342130 OpenGL: Guarantee writes to Buffers. 2020-04-22 11:36:18 -04:00
Fernando Sahmkow
1fb516cd97 GPU: Implement Flush Requests for Async mode. 2020-04-22 11:36:17 -04:00
Fernando Sahmkow
b7bc3c2549 FenceManager: Manage syncpoints and rename fences to semaphores. 2020-04-22 11:36:16 -04:00
Fernando Sahmkow
96bb961a64 BufferCache: Refactor async managing. 2020-04-22 11:36:15 -04:00
Fernando Sahmkow
b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow
4adfc9bb08 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
Fernando Sahmkow
a081a7c855 GPU: Fix rebase errors. 2020-04-22 11:36:13 -04:00
Fernando Sahmkow
e84eb64e51 Rasterizer: Disable fence managing in synchronous gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
165ae823f5 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow
57fdbd9b89 FenceManager: Implement should wait. 2020-04-22 11:36:11 -04:00
Fernando Sahmkow
1f345ebe3a GPU: Implement a Fence Manager. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow
ed7e965712 TextureCache: Flush linear textures after finishing rendering. 2020-04-22 11:36:09 -04:00
Fernando Sahmkow
339d0d9d6c GPU: Delay Fences. 2020-04-22 11:36:08 -04:00
Fernando Sahmkow
8b1eb44b3e BufferCache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:07 -04:00
Fernando Sahmkow
da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow
a60a22d9c2 Texture Cache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:05 -04:00
Fernando Sahmkow
084ceb925a UI: Replasce accurate GPU option for GPU Accuracy Level 2020-04-22 11:36:04 -04:00
ReinUsesLisp
6f47bd9641 vk_memory_manager: Remove unified memory model flag
All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.

This fixes a crash when trying to map to host device local memory on
integrated devices.
2020-04-21 22:06:38 -03:00
bunnei
d64290884a
Merge pull request #3714 from lioncash/copies
gl_shader_decompiler: Avoid copies where applicable
2020-04-21 20:16:02 -04:00
ReinUsesLisp
488ed8bd02 vk_rasterizer: Add lazy default buffer maker and use it for empty buffers
Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.

Use this for disabled vertex and uniform buffers.

While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
2020-04-21 19:55:52 -03:00
ReinUsesLisp
0bbae63300 gl_rasterizer: Fix buffers without size
On NVN buffers can be enabled but have no size. According to deko3d and
the behavior we see in Animal Crossing: New Horizons these buffers get
the special address of 0x1000 and limit themselves to 0xfff.

Implement buffers without a size by binding a null buffer to OpenGL
without a side.

1d1930beea/source/maxwell/gpu_3d_vbo.cpp (L62-L63)
2020-04-21 19:55:44 -03:00
Rodrigo Locatti
f293b15611
Merge pull request #3718 from ReinUsesLisp/better-pipeline-state
fixed_pipeline_state: Pack structure, use memcmp and CityHash on it
2020-04-21 18:17:58 -03:00
bunnei
9bf3abcb63
Merge pull request #3698 from lioncash/warning
General: Resolve minor assorted warnings
2020-04-21 14:11:18 -04:00
bunnei
d3e0cefa60
Merge pull request #3695 from ReinUsesLisp/default-attributes
maxwell_3d: Initialize format attributes constant as one
2020-04-20 21:40:18 -04:00
ReinUsesLisp
8734ccb0cb shader/arithmetic_integer: Fix LEA_IMM encoding
The operand order in LEA_IMM was flipped compared to nvdisasm. Fix that
using nxas as reference:

8dbc389957/table.h (L122)
2020-04-20 21:54:59 -03:00
Mat M
cb5b8ca886
Merge pull request #3733 from ambasta/patch-2
Initialize quad_indexed_pass before uint8_pass
2020-04-20 20:36:46 -04:00
Fernando Sahmkow
ec2f8f4272
Merge pull request #3700 from ReinUsesLisp/stream-buffer-sizes
vk_stream_buffer: Fix out of memory on boot on recent Nvidia drivers
2020-04-20 09:37:42 -04:00
Amit Prakash Ambasta
5324b1d01e
Initialize quad_indexed_pass before uint8_pass
Fixes Werror=reorder in gcc
2020-04-20 04:53:52 +05:30
Rodrigo Locatti
4932010c6f
Merge pull request #3729 from lioncash/globals
dma_pusher: Remove reliance on the global system instance
2020-04-19 19:12:40 -03:00
bunnei
85c17a2c35
Merge pull request #3694 from ReinUsesLisp/indexed-quads
vk_compute_pass: Implement indexed quads
2020-04-19 16:52:40 -04:00
Lioncash
44e959157b dma_pusher: Remove reliance on the global system instance
With this, the video core is now has no calls to the global system
instance at all.
2020-04-19 16:12:08 -04:00
bunnei
2ea7a70da0
Merge pull request #3686 from lioncash/table
texture_cache/format_lookup_table: Fix incorrect green, blue, and alpha indices
2020-04-19 15:33:33 -04:00
bunnei
73db83c0ab
Merge pull request #3679 from lioncash/track
track: Eliminate redundant copies
2020-04-19 01:22:47 -04:00
Jan Beich
afcc84a172 renderer_vulkan: assume X11 if not Windows/macOS after bf1d66b7c0
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateInstance:131: Presentation not supported on this platform
Render.Vulkan <Error> video_core/renderer_vulkan/renderer_vulkan.cpp:CreateSurface:378: Presentation not supported on this platform
Core <Critical> core/core.cpp:Load:199: Failed to initialize system (Error 5)!
2020-04-19 00:32:23 +00:00
ReinUsesLisp
c81bf06d03 vulkan/wrapper: Sort physical devices
Sort discrete GPUs over the rest, Nvidia over AMD, AMD over Intel, Intel
over the rest. This gives us a somewhat consistent order when Optimus
is removed (renderdoc does this when it's attached).

This can break the configuration of users with an Intel GPU that
manually remove Optimus on yuzu. That said, it's a very unlikely to
happen.
2020-04-18 21:31:15 -03:00
ReinUsesLisp
d62f57cf5a fixed_pipeline_state: Hash and compare the whole structure
Pad FixedPipelineState's size to 384 bytes to be a multiple of 16.

Compare the whole struct with std::memcmp and hash with CityHash. Using
CityHash instead of a naive hash should reduce the number of collisions.
Improve used type traits to ensure this operation is safe.

With these changes the improvements to the hashable pipeline state are:

Optimized structure
Hash:            89 ns
Comparison:     103 ns
Construction*:  164 ns
Struct size:    384 bytes

Original structure
Hash:           148 ns
Equal:          174 ns
Construction*:  281 ns
Size:          1384 bytes

* Attribute state initialization is not measured

These measures are averages taken with std::chrono::high_accuracy_clock
on MSVC shipped on Visual Studio 16.6.0 Preview 2.1.
2020-04-18 19:57:26 -03:00
ReinUsesLisp
b571c92dfd fixed_pipeline_state: Pack blending state
Reduce FixedPipelineState's size to 364 bytes.
2020-04-18 19:23:35 -03:00
ReinUsesLisp
548dd27f45 fixed_pipeline_state: Pack rasterizer state
Reduce FixedPipelineState's size to 600 bytes.
2020-04-18 19:22:57 -03:00
ReinUsesLisp
7790144a55 fixed_pipeline_state: Pack depth stencil state
Reduce FixedPipelineState's size to 632 bytes.
2020-04-18 19:22:11 -03:00
ReinUsesLisp
ab6704f20c fixed_pipeline_state: Pack attribute state
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-18 19:21:19 -03:00
Mat M
5305806071
Merge pull request #3716 from bunnei/fix-another-impl-fallthrough
video_core: gl_shader_decompiler: Fix implicit fallthrough errors.
2020-04-18 15:17:52 -04:00
bunnei
03726fb7f5 video_core: gl_shader_decompiler: Fix implicit fallthrough errors. 2020-04-18 15:15:21 -04:00
Lioncash
bf328ed35a gl_shader_decompiler: Avoid copies where applicable
Avoids unnecessary reference count increments where applicable and also
avoids reallocating a vector.

Unlikely to make a huge difference, but given how trivial of an
amendment it is, why not?
2020-04-17 20:48:52 -04:00
Markus Wick
07fbef1776 video_code: Fix implicit switch fallthrough.
Since yesterday, this breaks the build on linux.
So let's fix it.
2020-04-17 23:43:35 +02:00