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path: root/src/video_core/rasterizer_interface.h (follow)
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* video_core: simplify accelerated surface fetch and crop handling between APIsGravatar Liam2024-01-311-6/+0
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* SMMU: Initial adaptation to video_core.Gravatar Fernando Sahmkow2024-01-181-13/+10
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* gl_rasterizer: Implement DrawTransformFeedback macroGravatar Ameer J2023-12-191-0/+8
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* Revert "video_core: use interval map for page count tracking"Gravatar liamwhite2023-12-171-1/+1
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* video_core: use interval map for page count trackingGravatar Liam2023-12-141-1/+1
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* Query Cache: address issuesGravatar Fernando Sahmkow2023-09-231-2/+3
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* Query Cachge: Fully rework Vulkan's query cacheGravatar Fernando Sahmkow2023-09-231-8/+4
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* Memory Tracking: Optimize tracking to only use atomic writes when contested ↵Gravatar Fernando Sahmkow2023-06-281-1/+3
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* GPU: Add Reactive flushingGravatar Fernando Sahmkow2023-05-071-0/+3
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* Merge pull request #9556 from vonchenplus/draw_textureGravatar liamwhite2023-01-191-0/+3
|\ | | | | video_core: Implement maxwell3d draw texture method
| * video_core: Implement opengl/vulkan draw_textureGravatar Feng Chen2023-01-051-0/+3
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* | BufferBase: Don't ignore GPU pages.Gravatar Fernando Sahmkow2023-01-051-1/+1
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* | video_core: Cache GPU internal writes.Gravatar Fernando Sahmkow2023-01-051-0/+7
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* Rasterizer: Setup skeleton for Host Conditional renderingGravatar Fernando Sahmkow2023-01-011-0/+4
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* RasterizerMemory: Add filtering for flushing/invalidation operations.Gravatar Fernando Sahmkow2023-01-011-4/+9
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* MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Gravatar Fernando Sahmkow2023-01-011-1/+1
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* MacroHLE: Add MultidrawIndirect HLE Macro.Gravatar Fernando Sahmkow2023-01-011-0/+3
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* general: fix compile for Apple ClangGravatar Liam2022-11-221-1/+1
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* maxwell3d: full HLE for multi-layer clearsGravatar Liam2022-11-171-1/+1
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* video_coare: Reimplementing the maxwell drawing trigger mechanismGravatar FengChen2022-10-211-1/+1
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* DMA & InlineToMemory Engines Rework.Gravatar bunnei2022-10-061-1/+1
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* VideoCore: Refactor fencing system.Gravatar Fernando Sahmkow2022-10-061-2/+5
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* Texture cache: Fix the remaining issues with memory mnagement and unmapping.Gravatar Fernando Sahmkow2022-10-061-1/+1
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* VideoCore: implement channels on gpu caches.Gravatar Fernando Sahmkow2022-10-061-0/+9
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* general: Convert source file copyright comments over to SPDXGravatar Morph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* Rasterizer: Refactor inlineToMemory.Gravatar Fernando Sahmkow2022-02-011-2/+2
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* Rasterizer: Implement Inline2Memory Acceleration.Gravatar Fernando Sahmkow2022-01-291-0/+3
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* shader: Remove old shader managementGravatar ReinUsesLisp2021-07-221-15/+1
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* accelerateDMA: Fixes and feedback.Gravatar Fernando Sahmkow2021-07-121-1/+3
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* accelerateDMA: Accelerate Buffer Copies.Gravatar Fernando Sahmkow2021-07-111-0/+3
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* Fence Manager: Add fences on Reference Count.Gravatar Fernando Sahmkow2021-07-091-0/+3
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* Texture Cache: Address feedback.Gravatar Fernando Sahmkow2021-07-041-1/+1
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* Texture Cache: Initial Implementation of Sparse Textures.Gravatar Fernando Sahmkow2021-07-041-0/+3
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* bootmanager: Use std::stop_source for stopping emulationGravatar ReinUsesLisp2021-06-221-2/+2
| | | | | | | Use its std::stop_token to abort shader cache loading. Using std::stop_token instead of std::atomic_bool allows the usage of other utilities like std::stop_callback.
* buffer_cache: Simplify uniform disabling logicGravatar ameerj2021-06-011-0/+3
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* video_core: Reimplement the buffer cacheGravatar ReinUsesLisp2021-02-131-0/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* video_core: Rewrite the texture cacheGravatar ReinUsesLisp2020-12-301-2/+10
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* rasterizer_interface: Make use of [[nodiscard]] where applicableGravatar Lioncash2020-11-171-8/+9
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* video_core: Remove all Core::System references in rendererGravatar ReinUsesLisp2020-09-061-5/+2
| | | | | | | | | Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
* {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersGravatar ReinUsesLisp2020-04-281-0/+3
| | | | | | | | | | | | | 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).
* Address Feedback.Gravatar Fernando Sahmkow2020-04-221-0/+1
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* FenceManager: Manage syncpoints and rename fences to semaphores.Gravatar Fernando Sahmkow2020-04-221-2/+5
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* Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Gravatar Fernando Sahmkow2020-04-221-2/+4
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* ThreadManager: Sync async reads on accurate gpu.Gravatar Fernando Sahmkow2020-04-221-6/+4
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* OpenGL: Implement Fencing backend.Gravatar Fernando Sahmkow2020-04-221-0/+8
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* GPU: Refactor synchronization on Async GPUGravatar Fernando Sahmkow2020-04-221-0/+6
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* GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrGravatar Fernando Sahmkow2020-04-061-3/+3
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* yuzu/loading_screen: Remove unused shader progress modeGravatar ReinUsesLisp2020-03-091-1/+0
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* video_core: Reintroduce dirty flags infrastructureGravatar ReinUsesLisp2020-02-281-0/+3
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* Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawGravatar bunnei2020-02-191-5/+2
|\ | | | | maxwell_3d: Unify draw methods