Commit graph

167 commits

Author SHA1 Message Date
Liam
0cb413c3d3 nvnflinger/gpu: implement applet capture 2024-02-09 09:20:53 -05:00
Liam
a595e9e8a7 nvnflinger/gpu: implement layer stack composition 2024-01-31 11:27:21 -05:00
Fernando Sahmkow
0a2536a0df SMMU: Initial adaptation to video_core. 2024-01-18 21:12:30 -05:00
Fernando Sahmkow
da440da9f5 Memory Tracking: Optimize tracking to only use atomic writes when contested with the host GPU 2023-06-28 21:32:45 +02:00
Fernando Sahmkow
c6cac2ffaa GPU: Add Reactive flushing 2023-05-07 23:46:12 +02:00
Fernando Sahmkow
7356ab1de6 GPU: Implement additional render target formats. 2022-11-24 20:35:44 +01:00
Fernando Sahmkow
5fbd6954ef Fermi2D: Implement Bilinear software filtering and address feedback. 2022-11-24 20:35:44 +01:00
Kelebek1
752659aef3 Update 3D regs 2022-10-07 14:13:45 +01:00
Fernando Sahmkow
bc8b3d225e VideoCore: Refactor fencing system. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow
920429fde7 NVDRV: Further refactors and eliminate old code. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow
2931101e6f NVDRV: Refactor Host1x 2022-10-06 21:00:52 +02:00
Fernando Sahmkow
668e80a9f4 VideoCore: Refactor syncing. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow
f350c3d74e Texture cache: Fix the remaining issues with memory mnagement and unmapping. 2022-10-06 21:00:52 +02:00
Fernando Sahmkow
139ea93512 VideoCore: implement channels on gpu caches. 2022-10-06 21:00:51 +02:00
Fernando Sahmkow
39a5ce4e69 NvHost: Remake Ctrl Implementation. 2022-10-06 21:00:51 +02:00
Morph
99ceb03a1c general: Convert source file copyright comments over to SPDX
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.
2022-04-23 05:55:32 -04:00
bunnei
7f4165fc05 hle: vi: Integrate new NVFlinger and HosBinderDriverServer service. 2022-03-24 18:13:33 -07:00
Lioncash
d8486a9968 gpu: Tidy up forward declarations
Over time a few forward declarations became unnecessary, so we can
remove these to tidy up the header a little bit.
2022-01-25 13:05:39 -05:00
Lioncash
9b38c8ef08 gpu: Remove obsoleted CDMAPusher() accessors
These were obsoleted in 2c47f8aa18 but
were accidentally overlooked.
2022-01-25 12:53:56 -05:00
ameerj
c17938f96b gpu: Add shut down method to synchronize threads before destruction 2022-01-03 20:47:26 -05:00
ameerj
7652543231 Revert "Merge pull request #7668 from ameerj/fence-stop-token"
This reverts commit e773354477, reversing
changes made to abbbdc2bc0.
2022-01-03 20:28:54 -05:00
ameerj
d866916f42 gpu: Use std::stop_token in WaitFence for VSync thread
Fixes a hang that may occur when stopping emulation and the VSync thread is blocked on the syncpoint condition variable.
2022-01-03 12:31:33 -05:00
Feng Chen
2c47f8aa18 Support multiple videos playing 2021-12-02 12:48:42 +08:00
Morph
2348eb41f3 video_core: Add S8_UINT stencil format 2021-11-17 15:04:38 -05:00
ameerj
6c0d902373 nvhost_ctrl: Refactor usage of gpu.LockSync()
This seems to only be used to protect a later gpu function call. So we can move the lock into that call instead.
2021-10-03 00:35:57 -04:00
ameerj
427bf76e62 gpu: Migrate implementation to the cpp file 2021-10-03 00:35:57 -04:00
ameerj
877cd60b00 gpu: Use std::jthread for async gpu thread 2021-09-15 20:49:07 -04:00
bunnei
8592f8a2b4 video_core: gpu: WaitFence: Do not block threads during shutdown.
- Fixes a hang on shutdown when NVFlinger thread is waiting on a syncpoint that will never occur.
- Commonly observed when stopping emulation in Super Mario Odyssey.
2021-05-29 01:06:04 -07:00
ameerj
5bef54618a perf_stats: Rework FPS counter to be more accurate
The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case.

This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics.
The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values.

The status bar update frequency was also changed from 2 seconds to 500ms.
2021-05-15 20:34:20 -04:00
ameerj
75e0d16caa nvhost_vic: Fix device closure
Implements the OnClose method of the nvhost_vic device, and removes the remnants of an older implementation.

Also cleans up some of the surrounding code.
2021-04-24 19:22:09 -04:00
bunnei
9ad77ba6d3
Merge pull request #6125 from ogniK5377/nvdec-close-dev
nvdrv: Cleanup CDMA Processor on device closure
2021-04-16 23:14:44 -07:00
Markus Wick
5145133a60 video_core/gpu_thread: Implement a ShutDown method.
This was implicitly done by `is_powered_on = false`, however the explicit method allows us to block until the GPU is actually gone.

This should fix a race condition while removing the other subsystems while the GPU is still active.
2021-04-07 22:38:52 +02:00
Chloe Marcec
bf1c1788ca nvdrv: Cleanup CDMA Processor on device closure
Brings us a step closer to unifying all channels to share a common interface.
2021-03-30 20:37:40 +11:00
ReinUsesLisp
75ccd9959c gpu: Report renderer errors with exceptions
Instead of using a two step initialization to report errors, initialize
the GPU renderer and rasterizer on the constructor and report errors
through std::runtime_error.
2021-02-13 02:16:19 -03:00
ReinUsesLisp
3ff978aa4f common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINIT
INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
2021-01-15 16:27:28 -03:00
bunnei
40571c073f video_core: gpu: Implement synchronous mode using threaded GPU. 2020-12-28 16:33:48 -08:00
bunnei
14c825bd1c video_core: gpu: Refactor out synchronous/asynchronous GPU implementations.
- We must always use a GPU thread now, even with synchronous GPU.
2020-12-28 16:33:48 -08:00
Lioncash
677a8b208d video_core: Resolve more variable shadowing scenarios
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
2020-12-04 16:19:09 -05:00
Lioncash
b928fca114 gpu: Make use of [[nodiscard]] where applicable 2020-11-17 07:19:09 -05:00
Lioncash
6f006d051e General: Fix clang build
Allows building on clang to work again
2020-11-05 10:07:16 -05:00
bunnei
6053b95552 video_core: gpu: Implement WaitFence and IncrementSyncPoint. 2020-11-01 01:52:37 -07:00
ameerj
eb67a45ca8 video_core: NVDEC Implementation
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
ReinUsesLisp
9e87193725 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
ReinUsesLisp
da53bcee60 video_core: Initialize renderer with a GPU
Add an extra step in GPU initialization to be able to initialize render
backends with a valid GPU instance.
2020-08-22 01:51:45 -03:00
Billy Laws
f490b4545d
video_core/gpu: Correct the size of the puller registers
The puller register array is made up of u32s however the `NUM_REGS` value is the size in bytes, so switch it to avoid making the struct unnecessary large. Also fix a small typo in a comment.
2020-07-26 22:26:29 +01:00
bunnei
3d13d7f48f
Merge pull request #4324 from ReinUsesLisp/formats
video_core: Fix, add and rename pixel formats
2020-07-21 00:13:04 -04:00
David Marcec
468bd9c1b0 async shaders 2020-07-17 14:24:57 +10:00
ReinUsesLisp
fbc232426d video_core: Rearrange pixel format names
Normalizes pixel format names to match Vulkan names. Previous to this
commit pixel formats had no convention, leading to confusion and
potential bugs.
2020-07-13 01:44:23 -03:00
ReinUsesLisp
1d20aac795 video_core: Implement RGBA32_SINT render target 2020-07-13 01:01:09 -03:00
ReinUsesLisp
9338599d72 video_core: Implement RGBA32_SINT render target 2020-07-13 01:01:09 -03:00