Lioncash
01db5cf203
async_shaders: emplace threads into the worker thread vector
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Same behavior, but constructs the threads in place instead of moving
them.
2020-11-20 04:46:56 -05:00
Lioncash
ba3916fc67
async_shaders: Simplify implementation of GetCompletedWork()
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This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
2020-11-20 04:44:44 -05:00
Lioncash
3fcc98e11a
async_shaders: Simplify moving data into the pending queue
2020-11-20 04:41:29 -05:00
Lioncash
5b441fa25d
async_shaders: std::move data within QueueVulkanShader()
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Same behavior, but avoids redundant copies.
While we're at it, we can simplify the pushing of the parameters into
the pending queue.
2020-11-20 04:38:18 -05:00
Lioncash
70812ec57b
rasterizer_interface: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:13 -05:00
Lioncash
a78021580d
render_base: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:12 -05:00
Lioncash
b928fca114
gpu: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:09 -05:00
bunnei
dc5396a466
video_core: dma_pusher: Remove integrity check on command lists.
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- This seems to cause softlocks in Breath of the Wild.
2020-11-07 00:08:19 -08:00
bunnei
91a45834fd
Merge pull request #4891 from lioncash/clang2
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General: Fix clang build
2020-11-06 10:33:13 -08:00
bunnei
a111a9ae2c
Merge pull request #4854 from ReinUsesLisp/cube-array-shadow
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shader: Partially implement texture cube array shadow
2020-11-05 16:25:00 -08:00
Lioncash
6f006d051e
General: Fix clang build
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Allows building on clang to work again
2020-11-05 10:07:16 -05:00
bunnei
087f52e872
Merge pull request #4858 from lioncash/initializer
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General: Resolve a few missing initializer warnings
2020-11-04 12:10:10 -08:00
Chloe
6bbbbe8f85
Merge pull request #4869 from bunnei/improve-gpu-sync
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Improvements to GPU synchronization & various refactoring
2020-11-04 18:36:55 +11:00
bunnei
4bfa411ddc
Merge pull request #4874 from lioncash/nodiscard2
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nvdec: Make use of [[nodiscard]] where applicable
2020-11-03 16:34:07 -08:00
Lioncash
4f0f481f63
nvdec: Make use of [[nodiscard]] where applicable
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Prevents bugs from occurring where the results of a function are
accidentally discarded
2020-11-02 02:45:15 -05:00
bunnei
1089d76736
Merge pull request #4865 from ameerj/async-threadcount
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async_shaders: Increase Async worker thread count for >8 thread cpus
2020-11-01 01:54:01 -07:00
bunnei
c6e1c46ac7
video_core: dma_pusher: Add support for integrity checks.
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- Log corrupted command lists, rather than crash.
2020-11-01 01:52:38 -07:00
bunnei
c64545d07a
video_core: dma_pusher: Add support for prefetched command lists.
2020-11-01 01:52:38 -07:00
bunnei
6053b95552
video_core: gpu: Implement WaitFence and IncrementSyncPoint.
2020-11-01 01:52:37 -07:00
bunnei
98f68d06f1
Merge pull request #4853 from ReinUsesLisp/fcmp-imm
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shader/arithmetic: Implement FCMP immediate + register variant
2020-10-31 01:25:02 -07:00
Lioncash
12eeffcb7c
vp9: Be explicit with copy and move operators
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It's deprecated in the language to autogenerate these if the destructor
for a type is specified, so we can explicitly specify how we want these
to be generated.
2020-10-29 22:57:35 -04:00
Lioncash
0d713cf8eb
vp9: Mark functions with [[nodiscard]] where applicable
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Prevents values from mistakenly being discarded in cases where it's a
bug to do so.
2020-10-29 22:57:32 -04:00
Lioncash
badea3b301
vp9: Provide a default initializer for "hidden" member
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The API of VP9 exposes a WasFrameHidden() function which accesses this
member. Given the constructor previously didn't initialize this member,
it's a potential vector for an uninitialized read.
Instead, we can initialize this to a deterministic value to prevent that
from occurring.
2020-10-29 22:35:55 -04:00
Lioncash
f8543249f0
vp9: Make some member functions internally linked
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These helper functions don't directly modify any member state and can be
hidden from view.
2020-10-29 22:34:46 -04:00
Lioncash
5553bd3ba2
General: Resolve a few missing initializer warnings
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Resolves a few -Wmissing-initializer warnings.
2020-10-29 19:37:07 -04:00
bunnei
ef29bf4515
Merge pull request #4837 from lioncash/nvdec-2
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nvdec: Minor tidying up
2020-10-29 12:28:07 -07:00
ameerj
3620206136
async_shaders: Increase Async worker thread count for 8+ thread cpus
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Adds 1 async worker thread for every 2 available threads above 8
2020-10-29 14:16:45 -04:00
bunnei
c6d001c94f
Merge pull request #4838 from lioncash/syncmgr
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sync_manager: Amend parameter order of calls to SyncptIncr constructor
2020-10-28 22:49:22 -07:00
bunnei
94eca09cf6
video_core: cdma_pusher: Add missing LOG_DEBUG field in ExecuteCommand.
2020-10-28 16:47:08 -07:00
ReinUsesLisp
657771bdcb
shader: Partially implement texture cube array shadow
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This implements texture cube arrays with shadow comparisons but doesn't
fix the asserts related to it.
Fixes out of bounds reads on swizzle constructors and makes them use
bounds checked ::at instead of the unsafe operator[].
2020-10-28 17:12:40 -03:00
ReinUsesLisp
44b552be71
shader/arithmetic: Implement FCMP immediate + register variant
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Trivially add the encoding for this.
2020-10-28 17:05:41 -03:00
LC
978e7897a3
Merge pull request #4848 from ReinUsesLisp/type-limits
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video_core: Enforce -Werror=type-limits
2020-10-28 03:16:10 -04:00
ReinUsesLisp
79da90cea8
video_core: Enforce -Wredundant-move and -Wpessimizing-move
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Silence three warnings and make them errors to avoid introducing more in the future.
2020-10-28 02:44:50 -03:00
ReinUsesLisp
4a451e5849
video_core: Enforce -Werror=type-limits
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Silences one warning and avoids introducing more in the future.
2020-10-28 02:37:47 -03:00
Lioncash
047e77e2f0
sync_manager: Amend parameter order of calls to SyncptIncr constructor
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Corrects some cases where the arguments would be incorrectly swapped.
2020-10-27 03:22:57 -04:00
Lioncash
cce14b4cd7
h264: Make WriteUe take a u32
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Enforces the type of the desired value in calling code.
2020-10-27 03:21:53 -04:00
Lioncash
6291975731
vp9: std::move buffer within ComposeFrameHeader()
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We can move the buffer here to avoid a heap reallocation
2020-10-27 02:27:31 -04:00
Lioncash
00decfbb07
vp9: Remove dead code
2020-10-27 02:26:17 -04:00
Lioncash
111802bbbb
vp9: Join declarations with assignments
2020-10-27 02:26:03 -04:00
Lioncash
3b5d5fa86f
vp9: Remove pessimizing moves
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The move will already occur without std::move.
2020-10-27 02:21:40 -04:00
Lioncash
dcc26c54a5
vp9: Resolve variable shadowing
2020-10-27 02:20:17 -04:00
Lioncash
c04203b786
nvdec: Tidy up header includes
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Prevents a few unnecessary inclusions.
2020-10-27 02:16:42 -04:00
ameerj
eb67a45ca8
video_core: NVDEC Implementation
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This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.
The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.
To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.
Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.
Async GPU is not properly implemented at the moment.
Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-10-26 23:07:36 -04:00
bunnei
3e46934442
Merge pull request #4706 from ReinUsesLisp/cmake-host-shaders
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video_core: Fix instances where msbuild always regenerated host shaders
2020-10-23 10:01:16 -07:00
Lioncash
678d012c2c
video_core: Conditially activate relevant compiler warnings
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These compiler flags aren't shared with clang, so specifying these flags
unconditionally can lead to a bit of warning spam.
While we're in the area, we can also enable -Wunused-but-set-parameter
given this is almost always a bug.
2020-10-20 20:28:25 -04:00
ReinUsesLisp
f21a189148
gl_arb_decompiler: Implement robust buffer operations
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This emulates the behavior we get on GLSL with regular SSBOs with a
pointer + length pair. It aims to be consistent with the crashes we
might get.
Out of bounds stores are ignored. Atomics are ignored and return zero.
Reads return zero.
2020-10-20 03:34:32 -03:00
bunnei
f1ead11df7
Merge pull request #4204 from ReinUsesLisp/vulkan-1.0
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renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
2020-10-19 14:18:54 -07:00
bunnei
743fe1aea3
Merge pull request #4782 from ReinUsesLisp/remove-dyn-primitive
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vk_graphics_pipeline: Manage primitive topology as fixed state
2020-10-17 22:14:17 -07:00
bunnei
d47ac3ce09
Merge pull request #4772 from goldenx86/block-rdna
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vk_device: Block VK_EXT_extended_dynamic_state for RDNA devices
2020-10-14 17:51:39 -07:00
ReinUsesLisp
e4e0abc418
vk_graphics_pipeline: Manage primitive topology as fixed state
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Vulkan has requirements for primitive topologies that don't play nicely
with yuzu's. Since it's only 4 bits, we can move it to fixed state
without changing the size of the pipeline key.
- Fixes a regression on recent Nvidia drivers on Fire Emblem: Three
Houses.
2020-10-13 04:08:33 -03:00