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88 commits

Author SHA1 Message Date
gdkchan
f93089a64f
Implement geometry shader passthrough (#1961)
* Implement geometry shader passthrough

* Cache version change
2021-01-29 14:38:51 +11:00
gdkchan
4b7c7dab9e
Support multiple destination operands on shader IR and shuffle predicates (#1964)
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change
2021-01-28 10:59:47 +11:00
gdkchan
9551bfdeeb
Fix compute shader code dumping (#1960) 2021-01-26 18:27:18 +01:00
riperiperi
a1f77a5b6a
Implement lazy flush-on-read for Buffers (SSBO/Copy) (#1790)
* Initial implementation of buffer flush (VERY WIP)

* Host shaders need to be rebuilt for the SSBO write flag.

* New approach with reserved regions and gl sync

* Fix a ton of buffer issues.

* Remove unused buffer unmapped behaviour

* Revert "Remove unused buffer unmapped behaviour"

This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.

* Delete modified ranges on unmap

Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.

* Cache some more delegates.

* Dispose Sync on Close

* Also create host sync for GPFifo syncpoint increment.

* Copy buffer optimization, add docs

* Fix race condition with OpenGL Sync

* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle

* Performance: Only flush individual pages of SSBO at a time

This avoids flushing large amounts of data when only a small amount is actually used.

* Signal Modified rather than flushing after clear

* Fix some docs and code style.

* Introduce a new test for tracking memory protection.

Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)

* Address Comments

* Add host sync for SetReference

This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.

* Make PageAlign static

* Re-enable read tracking, for reads.
2021-01-17 17:08:06 -03:00
gdkchan
5be6ec6364
Fix shader LOP3 predicate write condition (#1910)
* Fix LOP3 predicate write condition

* Bump shader cache version
2021-01-14 01:07:50 +01:00
gdkchan
36c6e67df2
Implement shader CC mode for ISCADD, X mode for ISETP and fix STL/STS/STG with RZ (#1901)
* Implement shader CC mode for ISCADD, X mode for ISETP and fix STS/STG with RZ

* Fix STG too and bump shader cache version

* Fix wrong name

* Fix Carry being inverted on comparison
2021-01-13 08:52:13 +11:00
gdkchan
b9200dd734
Support conditional on BRK and SYNC shader instructions (#1878)
* Support conditional on BRK and SYNC shader instructions

* Add TODO comment and bump cache version
2021-01-08 22:55:55 -03:00
Mary
6bc2733c17
salieri: Support read-only mode if archive is already opened (#1807)
This improves shader cache resilience when people opens another program that touch the cache.zip.
2020-12-13 08:46:07 +01:00
Mary
f6d88558b1
salieri: Fix missing guest GPU accessor missing on hashes (#1759)
This adds the guest GPU accessor to hashes computation.
As this change all the hashes from the cache, I added some migration
logic.

This is required for #1755.
2020-12-01 22:48:31 +01:00
Mary
383c039037
shader cache: Fix invalid virtual address clean up (#1717)
* shader cache: Fix invalid virtual address clean up

This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.

This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.

**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**

* shader cache: Address gdk's comment
2020-11-17 22:20:17 +01:00
Mary
48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00
gdkchan
8d168574eb
Use explicit buffer and texture bindings on shaders (#1666)
* Use explicit buffer and texture bindings on shaders

* More XML docs and other nits
2020-11-08 12:10:00 +01:00
gdkchan
991784868f
Fix shader regression on Intel iGPUs by reverting layout changes (#1425) 2020-07-29 08:01:11 +10:00
gdkchan
111534a74e
Remove GPU MemoryAccessor (#1423)
* Remove GPU MemoryAccessor

* Update outdated XML doc

* Update more outdated stuff
2020-07-25 16:39:45 +10:00
gdkchan
788ca6a411
Initial transform feedback support (#1370)
* Initial transform feedback support

* Some nits and fixes

* Update ReportCounterType and Write method

* Can't change shader or TFB bindings while TFB is active

* Fix geometry shader input names with new naming
2020-07-15 13:01:10 +10:00
gdkchan
b8eb6abecc
Refactor shader GPU state and memory access (#1203)
* Refactor shader GPU state and memory access

* Fix NVDEC project build

* Address PR feedback and add missing XML comments
2020-05-06 11:02:28 +10:00
gdkchan
3cb1fa0e85
Implement texture buffers (#1152)
* Implement texture buffers

* Throw NotSupportedException where appropriate
2020-04-25 23:02:18 +10:00
gdkchan
03711dd7b5
Implement SULD shader instruction (#1117)
* Implement SULD shader instruction

* Some nits
2020-04-22 09:35:28 +10:00
gdkchan
5b5239ab5b
Remove output interpolation qualifier (#1070) 2020-04-02 12:24:55 +11:00
riperiperi
a0e6647860
Compare shader code using a span instead of individual reads. (#917)
* Compare shader code using a span instead of individual reads.

* Add comment for new parameter.

* Remove unnecessary Math.Min
2020-02-03 20:11:22 +01:00
gdkchan
796e5d14b4
Use correct shader local memory size instead of a hardcoded size (#914)
* Use correct shader local size instead of a hardcoded size

* Remove unused uniform block

* Update XML doc

* Local memory size has 23 bits on maxwell

* Generate compute QMD struct from nv open doc header

* Remove dummy arrays when shared or local memory is not used, other improvements
2020-02-02 14:25:52 +11:00
gdkchan
b8e3909d80 Add a GetSpan method to the memory manager and use it on GPU (#877) 2020-01-13 10:27:50 +11:00
gdkchan
383452f5cf Fix some shader disposal issues 2020-01-09 02:13:00 +01:00
gdkchan
92703af555 Address PR feedback 2020-01-09 02:13:00 +01:00
gdkchan
9bfb373bdf Remove more unused code 2020-01-09 02:13:00 +01:00
gdkchan
59fdaa744b GPU resource disposal 2020-01-09 02:13:00 +01:00
gdkchan
430faeb8ef Add XML documentation to Ryujinx.Graphics.Gpu.Shader 2020-01-09 02:13:00 +01:00
gdkchan
654e617fe7 Some code cleanup 2020-01-09 02:13:00 +01:00
gdkchan
9d7a142a48 Support texture rectangle targets (non-normalized coords) 2020-01-09 02:13:00 +01:00
gdkchan
f2c85c5d58 Support non-constant texture offsets on non-NVIDIA gpus 2020-01-09 02:13:00 +01:00
gdkchan
3323a3a042 Use correct shared memory size (in words, not bytes) 2020-01-09 02:13:00 +01:00
gdkchan
66d91cbc6c Use dispatch params shared memory size when available 2020-01-09 02:13:00 +01:00
gdkchan
0d9672f3ae Use maximum shared memory size supported by hardware 2020-01-09 02:13:00 +01:00
gdkchan
cb171f6ebf Support shared color mask, implement more shader instructions
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
2020-01-09 02:13:00 +01:00
gdk
6a98c643ca Add a pass to turn global memory access into storage access, and do all storage related transformations on IR 2020-01-09 02:13:00 +01:00
gdk
65428f5842 Fix shader code comparison method 2020-01-09 02:13:00 +01:00
gdk
3ca675223a Remove TranslatorConfig struct 2020-01-09 02:13:00 +01:00
gdk
6e399061ce Invalidate shaders when they are modified 2020-01-09 02:13:00 +01:00