Rodrigo Locatti
0f7a89c2ef
Merge pull request #3753 from ReinUsesLisp/ac-vulkan
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{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
2020-04-26 01:55:43 -03:00
ReinUsesLisp
9b433b2467
shader/memory_util: Deduplicate code
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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
7442f21c5b
shader/arithmetic_integer: Fix edge case and mark IADD.X Rd.CC as unimplemented
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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
45cb8fc72a
shader/arithmetic_integer: Change IAdd to UAdd to avoid signed overflow
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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
6404cd824b
shader/arithmetic_integer: Implement IADD.X
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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
7e8f51273c
shader/arithmetic_integer: Implement CC for IADD
2020-04-25 22:55:26 -03:00
ReinUsesLisp
26dc95c7bc
decode/register_set_predicate: Implement CC
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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
491e2cbfd7
decode/register_set_predicate: Use move for shared pointers
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Avoid atomic counters used by shared pointers.
2020-04-25 22:54:14 -03:00
bunnei
6cd0fc2a95
Merge pull request #3721 from ReinUsesLisp/sort-devices
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vulkan/wrapper: Sort physical devices
2020-04-25 03:27:40 -04:00
bunnei
05a54192f8
Merge pull request #3734 from ReinUsesLisp/half-float-mods
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decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
2020-04-25 00:41:43 -04:00
ReinUsesLisp
88a6c10687
vk_rasterizer: Pack texceptions and color formats on invalid formats
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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
d1294ad83b
Merge pull request #3749 from ReinUsesLisp/lea-imm
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shader/arithmetic_integer: Fix LEA_IMM encoding
2020-04-24 14:30:13 -04:00
Fernando Sahmkow
b19e1d2c09
Revert: shader_decode: Fix LD, LDG when track constant buffer.
2020-04-24 11:00:54 -04:00
Markus Wick
1acd6b34e9
Fix -Wdeprecated-copy warning.
2020-04-24 09:33:04 +02:00
Markus Wick
ac24f0506c
Fix -Werror=conversion error.
2020-04-24 09:33:04 +02:00
ReinUsesLisp
3e808936a8
decode/arithmetic_half: Fix HADD2 and HMUL2 absolute and negation bits
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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
0034e6310d
shader/texture: Support multiple unknown sampler properties
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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
c9b4c56d69
shader_ir: Turn classes into data structures
2020-04-23 18:00:06 -03:00
ReinUsesLisp
f78f26b75a
vk_rasterizer: Fix framebuffer creation validation errors
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Framebuffer creation was ignoring the number of color attachments.
2020-04-23 17:34:16 -03:00
ReinUsesLisp
ab7eae6fff
vk_pipeline_cache: Unify pipeline cache keys into a single operation
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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
7b76c67803
vk_renderpass_cache: Pack renderpass cache key to 12 bytes
2020-04-23 17:34:16 -03:00
bunnei
da893629a0
kernel: memory: Improve implementation of device shared memory. ( #3707 )
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* 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
0cf32d6184
Clang Format.
2020-04-23 08:52:58 -04:00
Fernando Sahmkow
c8f4549d43
GPU: Add Fast GPU Time Option.
2020-04-23 08:52:57 -04:00
Fernando Sahmkow
9311983f3d
Maxwell3D: Process Macros on MultiMethod.
2020-04-23 08:52:56 -04:00
Fernando Sahmkow
ef3a0ae64a
DMAPusher: Propagate multimethod writes into the engines.
2020-04-23 08:52:55 -04:00
bunnei
9c753735c5
Merge pull request #3697 from lioncash/declarations
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CMakeLists: Enable -Wmissing-declarations on Linux builds
2020-04-23 02:18:52 -04:00
bunnei
c916ad62e7
Merge pull request #3677 from FernandoS27/better-sync
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Introduce Predictive Flushing and Improve ASYNC GPU
2020-04-22 22:09:38 -04:00
ReinUsesLisp
910decd9cb
vk_pipeline_cache: Fix unintentional memcpy into optional
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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
e211e30093
GL_Fence_Manager: use GL_TIMEOUT_IGNORED instead of a loop,
2020-04-22 20:34:32 -04:00
Fernando Sahmkow
9fe7972120
Merge pull request #3653 from ReinUsesLisp/nsight-aftermath
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renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
2020-04-22 11:39:01 -04:00
Fernando Sahmkow
02e55a28eb
Address Feedback.
2020-04-22 11:36:27 -04:00
Fernando Sahmkow
491aea4a91
Async GPU: Correct flushing behavior to be similar to old async GPU behavior.
2020-04-22 11:36:26 -04:00
Fernando Sahmkow
64b69273f5
MaxwellDMA: Correct copying on accuracy level.
2020-04-22 11:36:25 -04:00
Fernando Sahmkow
d9f1d5a4fd
ShaderCache/PipelineCache: Cache null shaders.
2020-04-22 11:36:25 -04:00
Fernando Sahmkow
ea522da8b5
Address Feedback.
2020-04-22 11:36:24 -04:00
Fernando Sahmkow
ae2b3f2b64
Fix GCC error.
2020-04-22 11:36:23 -04:00
Fernando Sahmkow
bde001bbf6
QueryCache: Only do async flushes on async gpu.
2020-04-22 11:36:21 -04:00
Fernando Sahmkow
8aeb603988
Async GPU: Only do reactive flushing on Extreme Level.
2020-04-22 11:36:20 -04:00
ReinUsesLisp
0b9454849d
vk_fence_manager: Initial implementation
2020-04-22 11:36:19 -04:00
Fernando Sahmkow
3769318042
QueryCache: Implement Async Flushes.
2020-04-22 11:36:18 -04:00
Fernando Sahmkow
1966f1d948
OpenGL: Guarantee writes to Buffers.
2020-04-22 11:36:18 -04:00
Fernando Sahmkow
7986c97ed2
GPU: Implement Flush Requests for Async mode.
2020-04-22 11:36:17 -04:00
Fernando Sahmkow
af9f901764
FenceManager: Manage syncpoints and rename fences to semaphores.
2020-04-22 11:36:16 -04:00
Fernando Sahmkow
87ddc6a29f
BufferCache: Refactor async managing.
2020-04-22 11:36:15 -04:00
Fernando Sahmkow
967f5cec17
FenceManager: Implement async buffer cache flushes on High settings
2020-04-22 11:36:15 -04:00
Fernando Sahmkow
6092308fe4
Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.
2020-04-22 11:36:14 -04:00
Fernando Sahmkow
2ee68ad8e4
GPU: Fix rebase errors.
2020-04-22 11:36:13 -04:00
Fernando Sahmkow
b2787048d1
Rasterizer: Disable fence managing in synchronous gpu.
2020-04-22 11:36:12 -04:00
Fernando Sahmkow
e7195b5f87
ThreadManager: Sync async reads on accurate gpu.
2020-04-22 11:36:12 -04:00