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Author SHA1 Message Date
riperiperi
e20abbf9cc
Vulkan: Don't flush commands when creating most sync (#4087)
* Vulkan: Don't flush commands when creating most sync

When the WaitForIdle method is called, we create sync as some internal GPU method may read back written buffer data. Some games randomly intersperse compute dispatch into their render passes, which result in this happening an unbounded number of times depending on how many times they run compute.

Creating sync in Vulkan is expensive, as we need to flush the current command buffer so that it can be waited on. We have a limited number of active command buffers due to how we track resource usage, so submitting too many command buffers will force us to wait for them to return to the pool.

This PR allows less "important" sync (things which are less likely to be waited on) to wait on a command buffer's result without submitting it, instead relying on AutoFlush or another, more important sync to flush it later on.

Because of the possibility of us waiting for a command buffer that hasn't submitted yet, any thread needs to be able to force the active command buffer to submit. The ability to do this has been added to the backend multithreading via an "Interrupt", though it is not supported without multithreading.

OpenGL drivers should already be doing something similar so they don't blow up when creating lots of sync, which is why this hasn't been a problem for these games over there.

Improves Vulkan performance on Xenoblade DE, Pokemon Scarlet/Violet, and Zelda BOTW (still another large issue here)

* Add strict argument

This is technically a separate concern from whether the sync is a host syncpoint.

* Remove _interrupted variable

* Actually wait for the invoke

This is required by AMD GPUs, and also may have caused some issues on other GPUs.

* Remove unused using.

* I don't know why it added these ones.

* Address Feedback

* Fix typo
2022-12-29 15:39:04 +01:00
riperiperi
f3cc2e5703
GPU: Access non-prefetch command buffers directly (#3882)
* GPU: Access non-prefetch command buffers directly

Saves allocating new arrays for them constantly - they can be quite small so it can be very wasteful. About 0.4% of GPU thread in SMO, but was a bit higher in S/V when I checked.

Assumes that non-prefetch command buffers won't be randomly clobbered before they finish executing, though that's probably a safe bet.

* Small change while I'm here

* Address feedback
2022-11-24 01:56:55 +00:00
gdkchan
2232e4ae87
Vulkan backend (#2518)
* WIP Vulkan implementation

* No need to initialize attributes on the SPIR-V backend anymore

* Allow multithreading shaderc and vkCreateShaderModule

You'll only really see the benefit here with threaded-gal or parallel shader cache compile.

Fix shaderc multithreaded changes

Thread safety for shaderc Options constructor

Dunno how they managed to make a constructor not thread safe, but you do you. May avoid some freezes.

* Support multiple levels/layers for blit.

Fixes MK8D when scaled, maybe a few other games. AMD software "safe" blit not supported right now.

* TextureStorage should hold a ref of the foreign storage, otherwise it might be freed while in use

* New depth-stencil blit method for AMD

* Workaround for AMD driver bug

* Fix some tessellation related issues (still doesn't work?)

* Submit command buffer before Texture GetData. (UE4 fix)

* DrawTexture support

* Fix BGRA on OpenGL backend

* Fix rebase build break

* Support format aliasing on SetImage

* Fix uniform buffers being lost when bindings are out of order

* Fix storage buffers being lost when bindings are out of order

(also avoid allocations when changing bindings)

* Use current command buffer for unscaled copy (perf)

Avoids flushing commands and renting a command buffer when fulfilling copy dependencies and when games do unscaled copies.

* Update to .net6

* Update Silk.NET to version 2.10.1

Somehow, massive performance boost. Seems like their vtable for looking up vulkan methods was really slow before.

* Fix PrimitivesGenerated query, disable Transform Feedback queries for now

Lets Splatoon 2 work on nvidia. (mostly)

* Update counter queue to be similar to the OGL one

Fixes softlocks when games had to flush counters.

* Don't throw when ending conditional rendering for now

This should be re-enabled when conditional rendering is enabled on nvidia etc.

* Update findMSB/findLSB to match master's instruction enum

* Fix triangle overlay on SMO, Captain Toad, maybe others?

* Don't make Intel Mesa pay for Intel Windows bugs

* Fix samplers with MinFilter Linear or Nearest (fixes New Super Mario Bros U Deluxe black borders)

* Update Spv.Generator

* Add alpha test emulation on shader (but no shader specialisation yet...)

* Fix R4G4B4A4Unorm texture format permutation

* Validation layers should be enabled for any log level other than None

* Add barriers around vkCmdCopyImage

Write->Read barrier for src image (we want to wait for a write to read it)
Write->Read barrier for dst image (we want to wait for the copy to complete before use)

* Be a bit more careful with texture access flags, since it can be used for anything

* Device local mapping for all buffers

May avoid issues with drivers with NVIDIA on linux/older gpus on windows when using large buffers (?)
Also some performance things and fixes issues with opengl games loading textures weird.

* Cleanup, disable device local buffers for now.

* Add single queue support

Multiqueue seems to be a bit more responsive on NVIDIA. Should fix texture flush on intel. AMD has been forced to single queue for an experiment.

* Fix some validation errors around extended dynamic state

* Remove Intel bug workaround, it was fixed on the latest driver

* Use circular queue for checking consumption on command buffers

Speeds up games that spam command buffers a little. Avoids checking multiple command buffers if multiple are active at once.

* Use SupportBufferUpdater, add single layer flush

* Fix counter queue leak when game decides to use host conditional rendering

* Force device local storage for textures (fixes linux performance)

* Port #3019

* Insert barriers around vkCmdBlitImage (may fix some amd flicker)

* Fix transform feedback on Intel, gl_Position feedback and clears to inexistent depth buffers

* Don't pause transform feedback for multi draw

* Fix draw outside of render pass and missing capability

* Workaround for wrong last attribute on AMD (affects FFVII, STRIKERS1945, probably more)

* Better workaround for AMD vertex buffer size alignment issue

* More instructions + fixes on SPIR-V backend

* Allow custom aspect ratio on Vulkan

* Correct GTK UI status bar positions

* SPIR-V: Functions must always end with a return

* SPIR-V: Fix ImageQuerySizeLod

* SPIR-V: Set DepthReplacing execution mode when FragDepth is modified

* SPIR-V: Implement LoopContinue IR instruction

* SPIR-V: Geometry shader support

* SPIR-V: Use correct binding number on storage buffers array

* Reduce allocations for Spir-v serialization

Passes BinaryWriter instead of the stream to Write and WriteOperand

- Removes creation of BinaryWriter for each instruction
- Removes allocations for literal string

* Some optimizations to Spv.Generator

- Dictionary for lookups of type declarations, constants, extinst
- LiteralInteger internal data format -> ushort
- Deterministic HashCode implementation to avoid spirv result not being the same between runs
- Inline operand list instead of List<T>, falls back to array if many operands. (large performance boost)

TODO: improve instruction allocation, structured program creator, ssa?

* Pool Spv.Generator resources, cache delegates, spv opts

- Pools for Instructions and LiteralIntegers. Can be passed in when creating the generator module.
  - NewInstruction is called instead of new Instruction()
  - Ryujinx SpirvGenerator passes in some pools that are static. The idea is for these to be shared between threads eventually.
- Estimate code size when creating the output MemoryStream
- LiteralInteger pools using ThreadStatic pools that are initialized before and after creation... not sure of a better way since the way these are created is via implicit cast.

Also, cache delegates for Spv.Generator for functions that are passed around to GenerateBinary etc, since passing the function raw creates a delegate on each call.

TODO: update python spv cs generator to make the coregrammar with NewInstruction and the `params` overloads.

* LocalDefMap for Ssa Rewriter

Rather than allocating a large array of all registers for each block in the shader, allocate one array of all registers and clear it between blocks. Reduces allocations in the shader translator.

* SPIR-V: Transform feedback support

* SPIR-V: Fragment shader interlock support (and image coherency)

* SPIR-V: Add early fragment tests support

* SPIR-V: Implement SwizzleAdd, add missing Triangles ExecutionMode for geometry shaders, remove SamplerType field from TextureMeta

* Don't pass depth clip state right now (fix decals)

Explicitly disabling it is incorrect. OpenGL currently automatically disables based on depth clamp, which is the behaviour if this state is omitted.

* Multisampling support

* Multisampling: Use resolve if src samples count > dst samples count

* Multisampling: We can only resolve for unscaled copies

* SPIR-V: Only add FSI exec mode if used.

* SPIR-V: Use ConstantComposite for Texture Offset Vector

Fixes a bunch of freezes with SPIR-V on AMD hardware, and validation errors. Note: Obviously assumes input offsets are constant, which they currently are.

* SPIR-V: Don't OpReturn if we already OpExit'ed

Fixes spir-v parse failure and stack smashing in RADV (obviously you still need bolist)

* SPIR-V: Only use input attribute type for input attributes

Output vertex attributes should always be of type float.

* Multithreaded Pipeline Compilation

* Address some feedback

* Make this 32

* Update topology with GpuAccessorState

* Cleanup for merge (note: disables spir-v)

* Make more robust to shader compilation failure

- Don't freeze when GLSL compilation fails
- Background SPIR-V pipeline compile failure results in skipped draws, similar to GLSL compilation failure.

* Fix Multisampling

* Only update fragment scale count if a vertex texture needs a scale.

Fixes a performance regression introduced by texture scaling in the vertex stage where support buffer updates would be very frequent, even at 1x, if any textures were used on the vertex stage.

This check doesn't exactly look cheap (a flag in the shader stage would probably be preferred), but it is much cheaper than uploading scales in both vulkan and opengl, so it will do for now.

* Use a bitmap to do granular tracking for buffer uploads.

This path is only taken if the much faster check of "is the buffer rented at all" is triggered, so it doesn't actually end up costing too much, and the time saved by not ending render passes (and on gpu for not waiting on barriers) is probably helpful.

Avoids ending render passes to update buffer data (not all the time)
- 140-180 to 35-45 in SMO metro kingdom (these updates are in the UI)
- Very variable 60-150(!) to 16-25 in mario kart 8 (these updates are in the UI)

As well as allowing more data to be preloaded persistently, this will also allow more data to be loaded in the preload buffer, which should be faster as it doesn't need to insert barriers between draws. (and on tbdr, does not need to flush and reload tile memory)

Improves performance in GPU limited scenarios. Should notably improve performance on TBDR gpus. Still a lot more to do here.

* Copy query results after RP ends, rather than ending to copy

We need to end the render pass to get the data (submit command buffer) anyways...

Reduces render passes created in games that use queries.

* Rework Query stuff a bit to avoid render pass end

Tries to reset returned queries in background when possible, rather than ending the render pass.

Still ends render pass when resetting a counter after draws, but maybe that can be solved too. (by just pulling an empty object off the pool?)

* Remove unnecessary lines

Was for testing

* Fix validation error for query reset

Need to think of a better way to do this.

* SPIR-V: Fix SwizzleAdd and some validation errors

* SPIR-V: Implement attribute indexing and StoreAttribute

* SPIR-V: Fix TextureSize for MS and Buffer sampler types

* Fix relaunch issues

* SPIR-V: Implement LogicalExclusiveOr

* SPIR-V: Constant buffer indexing support

* Ignore unsupported attributes rather than throwing (matches current GLSL behaviour)

* SPIR-V: Implement tessellation support

* SPIR-V: Geometry shader passthrough support

* SPIR-V: Implement StoreShader8/16 and StoreStorage8/16

* SPIR-V: Resolution scale support and fix TextureSample multisample with LOD bug

* SPIR-V: Fix field index for scale count

* SPIR-V: Fix another case of wrong field index

* SPIRV/GLSL: More scaling related fixes

* SPIR-V: Fix ImageLoad CompositeExtract component type

* SPIR-V: Workaround for Intel FrontFacing bug

* Enable SPIR-V backend by default

* Allow null samplers (samplers are not required when only using texelFetch to access the texture)

* Fix some validation errors related to texel block view usage flag and invalid image barrier base level

* Use explicit subgroup size if we can (might fix some block flickering on AMD)

* Take componentMask and scissor into account when clearing framebuffer attachments

* Add missing barriers around CmdFillBuffer (fixes Monster Hunter Rise flickering on NVIDIA)

* Use ClampToEdge for Clamp sampler address mode on Vulkan (fixes Hollow Knight)

Clamp is unsupported on Vulkan, but ClampToEdge behaves almost the same. ClampToBorder on the other hand (which was being used before) is pretty different

* Shader specialization for new Vulkan required state (fixes remaining alpha test issues, vertex stretching on AMD on Crash Bandicoot, etc)

* Check if the subgroup size is supported before passing a explicit size

* Only enable ShaderFloat64 if the GPU supports it

* We don't need to recompile shaders if alpha test state changed but alpha test is disabled

* Enable shader cache on Vulkan and implement MultiplyHighS32/U32 on SPIR-V (missed those before)

* Fix pipeline state saving before it is updated.

This should fix a few warnings and potential stutters due to bad pipeline states being saved in the cache. You may need to clear your guest cache.

* Allow null samplers on OpenGL backend

* _unit0Sampler should be set only for binding 0

* Remove unused PipelineConverter format variable (was causing IOR)

* Raise textures limit to 64 on Vulkan

* No need to pack the shader binaries if shader cache is disabled

* Fix backbuffer not being cleared and scissor not being re-enabled on OpenGL

* Do not clear unbound framebuffer color attachments

* Geometry shader passthrough emulation

* Consolidate UpdateDepthMode and GetDepthMode implementation

* Fix A1B5G5R5 texture format and support R4G4 on Vulkan

* Add barrier before use of some modified images

* Report 32 bit query result on AMD windows (smo issue)

* Add texture recompression support (disabled for now)

It recompresses ASTC textures into BC7, which might reduce VRAM usage significantly on games that uses ASTC textures

* Do not report R4G4 format as supported on Vulkan

It was causing mario head to become white on Super Mario 64 (???)

* Improvements to -1 to 1 depth mode.

- Transformation is only applied on the last stage in the vertex pipeline.
- Should fix some issues with geometry and tessellation (hopefully)
- Reading back FragCoord Z on fragment will transform back to -1 to 1.

* Geometry Shader index count from ThreadsPerInputPrimitive

Generally fixes SPIR-V emitting too many triangles, may change games in OpenGL

* Remove gl_FragDepth scaling

This is always 0-1; the other two issues were causing the problems. Fixes regression with Xenoblade.

* Add Gl StencilOp enum values to Vulkan

* Update guest cache to v1.1 (due to specialization state changes)

This will explode your shader cache from earlier vulkan build, but it must be done. 😔

* Vulkan/SPIR-V support for viewport inverse

* Fix typo

* Don't create query pools for unsupported query types

* Return of the Vector Indexing Bug

One day, everyone will get this right.

* Check for transform feedback query support

Sometimes transform feedback is supported without the query type.

* Fix gl_FragCoord.z transformation

FragCoord.z is always in 0-1, even when the real depth range is -1 to 1. Turns out the only bug was geo and tess stage outputs.

Fixes Pokemon Sword/Shield, possibly others.

* Fix Avalonia Rebase

Vulkan is currently not available on Avalonia, but the build does work and you can use opengl.

* Fix headless build

* Add support for BC6 and BC7 decompression, decompress all BC formats if they are not supported by the host

* Fix BCn 4/5 conversion, GetTextureTarget

BCn 4/5 could generate invalid data when a line's size in bytes was not divisible by 4, which both backends expect.

GetTextureTarget was not creating a view with the replacement format.

* Fix dependency

* Fix inverse viewport transform vector type on SPIR-V

* Do not require null descriptors support

* If MultiViewport is not supported, do not try to set more than one viewport/scissor

* Bounds check on bitmap add.

* Flush queries on attachment change rather than program change

Occlusion queries are usually used in a depth only pass so the attachments changing is a better indication of the query block ending.

Write mask changes are also considered since some games do depth only pass by setting 0 write mask on all the colour targets.

* Add support for avalonia (#6)

* add avalonia support

* only lock around skia flush

* addressed review

* cleanup

* add fallback size if avalonia attempts to render but the window size is 0. read desktop scale after enabling dpi check

* fix getting window handle on linux. skip render is size is 0

* Combine non-buffer with buffer image descriptor sets

* Support multisample texture copy with automatic resolve on Vulkan

* Remove old CompileShader methods from the Vulkan backend

* Add minimal pipeline layouts that only contains used bindings

They are used by helper shaders, the intention is avoiding needing to recompile the shaders (from GLSL to SPIR-V) if the bindings changes on the translated guest shaders

* Pre-compile helper shader as SPIR-V, and some fixes

* Remove pre-compiled shaderc binary for Windows as its no longer needed by default

* Workaround RADV crash

Enabling the descriptor indexing extension, even if it is not used, forces the radv driver to use "bolist".

* Use RobustBufferAccess on NVIDIA gpus

Avoids the SMO waterfall triangle on older NVIDIA gpus.

* Implement GPU selector and expose texture recompression on the UI and config

* Fix and enable background compute shader compilation

Also disables warnings from shader cache pipeline misses.

* Fix error due to missing subpass dependency when Attachment Write -> Shader Read barriers are added

* If S8D24 is not supported, use D32FS8

* Ensure all fences are destroyed on dispose

* Pre-allocate arrays up front on DescriptorSetUpdater, allows the removal of some checks

* Add missing clear layer parameter after rebase

* Use selected gpu from config for avalonia (#7)

* use configured device

* address review

* Fix D32S8 copy workaround (AMD)

Fixes water in Pokemon Legends Arceus on AMD GPUs. Possibly fixes other things.

* Use push descriptors for uniform buffer updates (disabled for now)

* Push descriptor support check, buffer redundancy checks

Should make push descriptors faster, needs more testing though.

* Increase light command buffer pool to 2 command buffers, throw rather than returning invalid cbs

* Adjust bindings array sizes

* Force submit command buffers if memory in use by its resources is high

* Add workaround for AMD GCN cubemap view sins

`ImageCreateCubeCompatibleBit` seems to generally break 2D array textures with mipmaps... even if they are eventually aliased as a cubemap with mipmaps. Forcing a copy here works around the issue.

This could be used in future if enabling this bit reduces performance on certain GPUs. (mobile class is generally a worry)

Currently also enabled on Linux as I don't know if they managed to dodge this bug (someone please tell me). Not enabled on Vega at the moment, but easy to add if the issue is there.

* Add mobile, non-RX variants to the GCN regex.

Also make sure that the 3 digit ones only include numbers starting with 7 or 8.

* Increase image limit per stage from 8 to 16

Xenoblade Chronicles 2 was hiting the limit of 8

* Minor code cleanup

* Fix NRE caused by SupportBufferUpdater calling pipeline ClearBuffer

* Add gpu selector to Avalonia (#8)

* Add gpu selector to avalonia settings

* show backend label on window

* some fixes

* address review

* Minor changes to the Avalonia UI

* Update graphics window UI and locales. (#9)

* Update xaml and update locales

* locale updates

Did my best here but likely needs to be checked by native speakers, especially the use of ampersands in greek, russian and turkish?

* Fix locales with more (?) correct translations.

* add separator to render widget

* fix spanish and portuguese

* Add new IdList, replaces buffer list that could not remove elements and had unbounded growth

* Don't crash the settings window if Vulkan is not supported

* Fix Actions menu not being clickable on GTK UI after relaunch

* Rename VulkanGraphicsDevice to VulkanRenderer and Renderer to OpenGLRenderer

* Fix IdList and make it not thread safe

* Revert useless OpenGL format table changes

* Fix headless project build

* List throws ArgumentOutOfRangeException

* SPIR-V: Fix tessellation

* Increase shader cache version due to tessellation fix

* Reduce number of Sync objects created (improves perf in some specific titles)

* Fix vulkan validation errors for NPOT compressed upload and GCN workaround.

* Add timestamp to the shader cache and force rebuild if host cache is outdated

* Prefer Mail box present mode for popups (#11)

* Prefer Mail box present mode

* fix debug

* switch present mode when vsync is toggled

* only disable vsync on the main window

* SPIR-V: Fix geometry shader input load with transform feedback

* BC7 Encoder: Prefer more precision on alpha rather than RGB when alpha is 0

* Fix Avalonia build

* Address initial PR feedback

* Only set transform feedback outputs on last vertex stage

* Address riperiperi PR feedback

* Remove outdated comment

* Remove unused constructor

* Only throw for negative results

* Throw for QueueSubmit and other errors

No point in delaying the inevitable

* Transform feedback decorations inside gl_PerVertex struct breaks the NVIDIA compiler

* Fix some resolution scale issues

* No need for two UpdateScale calls

* Fix comments on SPIR-V generator project

* Try to fix shader local memory size

On DOOM, a shader is using local memory, but both Low and High size are 0, CRS size is 1536, it seems to store on that region?

* Remove RectangleF that is now unused

* Fix ImageGather with multiple offsets

Needs ImageGatherExtended capability, and must use `ConstantComposite` instead of `CompositeConstruct`

* Address PR feedback from jD in all projects except Avalonia

* Address most of jD PR feedback on Avalonia

* Remove unsafe

* Fix VulkanSkiaGpu

* move present mode request out of Create Swapchain method

* split more parts of create swapchain

* addressed reviews

* addressed review

* Address second batch of jD PR feedback

* Fix buffer <-> image copy row length and height alignment

AlignUp helper does not support NPOT alignment, and ASTC textures can have NPOT block sizes

* Better fix for NPOT alignment issue

* Use switch expressions on Vulkan EnumConversion

Thanks jD

* Fix Avalonia build

* Add Vulkan selection prompt on startup

* Grammar fixes on Vulkan prompt message

* Add missing Vulkan migration flag

Co-authored-by: riperiperi <rhy3756547@hotmail.com>
Co-authored-by: Emmanuel Hansen <emmausssss@gmail.com>
Co-authored-by: MutantAura <44103205+MutantAura@users.noreply.github.com>
2022-07-31 18:26:06 -03:00
riperiperi
c52158b733
Add timestamp to 16-byte/4-word semaphore releases. (#3049)
* Add timestamp to 16-byte semaphore releases.

BOTW was reading a ulong 8 bytes after a semaphore return. Turns out this is the timestamp it was trying to do performance calculation with, so I've made it write when necessary.

This mode was also added to the DMA semaphore I added recently, as it is required by a few games. (i think quake?)

The timestamp code has been moved to GPU context. Check other games with an unusually low framerate cap or dynamic resolution to see if they have improved.

* Cast dma semaphore payload to ulong to fill the space

* Write timestamp first

Might be just worrying too much, but we don't want the applcation reading timestamp if it sees the payload before timestamp is written.
2022-01-27 22:50:32 +01:00
riperiperi
cda659955c
Texture Sync, incompatible overlap handling, data flush improvements. (#2971)
* Initial test for texture sync

* WIP new texture flushing setup

* Improve rules for incompatible overlaps

Fixes a lot of issues with Unreal Engine games. Still a few minor issues (some caused by dma fast path?) Needs docs and cleanup.

* Cleanup, improvements

Improve rules for fast DMA

* Small tweak to group together flushes of overlapping handles.

* Fixes, flush overlapping texture data for ASTC and BC4/5 compressed textures.

Fixes the new Life is Strange game.

* Flush overlaps before init data, fix 3d texture size/overlap stuff

* Fix 3D Textures, faster single layer flush

Note: nosy people can no longer merge this with Vulkan. (unless they are nosy enough to implement the new backend methods)

* Remove unused method

* Minor cleanup

* More cleanup

* Use the More Fun and Hopefully No Driver Bugs method for getting compressed tex too

This one's for metro

* Address feedback, ASTC+ETC to FormatClass

* Change offset to use Span slice rather than IntPtr Add

* Fix this too
2022-01-09 13:28:48 -03:00
mpnico
8e1adb95cf
Add support for HLE macros and accelerate MultiDrawElementsIndirectCount #2 (#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount

* Add missing barrier

* Fix index buffer count

* Add support check for each macro hle before use

* Add missing xml doc

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
2021-08-26 23:50:28 +02:00
gdkchan
04dce402ac
Implement a fast path for I2M transfers (#2467) 2021-07-12 16:48:57 -03:00
gdkchan
40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00
gdkchan
b02719cf41
Flush UBO updates more frequently (#2407) 2021-07-07 21:20:52 -03:00
gdkchan
8b44eb1c98
Separate GPU engines and make state follow official docs (part 1/2) (#2422)
* Use DeviceState for compute and i2m

* Migrate 2D class, more comments

* Migrate DMA copy engine

* Remove now unused code

* Replace GpuState by GpuAccessorState on GpuAcessor, since compute no longer has a GpuState

* More comments

* Add logging (disabled)

* Add back i2m on 3D engine
2021-07-07 20:56:06 -03:00
gdkchan
fbb4019ed5
Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
2021-06-29 19:32:02 +02:00
gdkchan
a10b2c5ff2
Initial support for GPU channels (#2372)
* Ground work for separate GPU channels

* Rename TextureManager to TextureCache

* Decouple texture bindings management from the texture cache

* Rename BufferManager to BufferCache

* Decouple buffer bindings management from the buffer cache

* More comments and proper disposal

* PR feedback

* Force host state update on channel switch

* Typo

* PR feedback

* Missing using
2021-06-24 01:51:41 +02:00
Mary
60cf3dfebc
Do not clear gpu subchannel state on BindChannel (#2348)
This fixes a regression caused by #980, that was causing a crash on New
Super Lucky's Tale.

As always, this need feedback on possible regression on any games.

Fix #2343.
2021-06-09 00:50:18 +02:00
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
riperiperi
10aa11ce13
Interrupt GPU command processing when a frame's fence is reached. (#1741)
* Interrupt GPU command processing when a frame's fence is reached.

* Accumulate times rather than %s

* Accurate timer for vsync

Spin wait for the last .667ms of a frame. Avoids issues caused by signalling 16ms vsync. (periodic stutters in smo)

* Use event wait for better timing.

* Fix lazy wait

Windows doesn't seem to want to do 1ms consistently, so force a spin if we're less than 2ms.

* A bit more efficiency on frame waits.

Should now wait the remainder 0.6667 instead of 1.6667 sometimes (odd waits above 1ms are reliable, unlike 1ms waits)

* Better swap interval 0 solution

737 fps without breaking a sweat. Downside: Vsync can no longer be disabled on games that use the event heavily (link's awakening - which is ok since it breaks anyways)

* Fix comment.

* Address Comments.
2020-12-17 19:39:52 +01:00
riperiperi
500b48251c
Only report that GPU commands are available when the queue is not empty. (#1656)
* Only report that commands are available when the queue is not empty.

* Address Feedback

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>

Co-authored-by: FICTURE7 <FICTURE7@gmail.com>
2020-11-06 23:04:26 -03:00
gdkchan
157ad3f54f
Silence several build warnings (#1428)
* Silence several build warnings

* Remove fixed buffers from NVDEC struct

* Remove unused field and usings

* Fix wrong name

* Silence more warning on H264 PictureInfo
2020-08-06 23:40:41 +02:00
gdkchan
60db4c3530
Implement a Macro JIT (#1445)
* Implement a Macro JIT

* Nit: space
2020-08-03 03:36:57 +02:00
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
5a7df48975
New GPFifo and fast guest constant buffer updates (#1400)
* Add new structures from official docs, start migrating GPFifo

* Finish migration to new GPFifo processor

* Implement fast constant buffer data upload

* Migrate to new GPFifo class

* XML docs
2020-07-23 23:53:25 -03:00