Commit graph

636 commits

Author SHA1 Message Date
bunnei
cffa6f4e62
Merge pull request #5923 from ReinUsesLisp/vk-dirty-pipeline
fixed_pipeline_cache: Use dirty flags to lazily update key
2021-02-15 13:17:27 -08:00
ReinUsesLisp
b8ffdbb167 vk_resource_pool: Load GPU tick once and compare with it
Other minor style improvements. Rename free_iterator to hint_iterator,
to describe better what it does.
2021-02-13 17:53:58 -03:00
ReinUsesLisp
70353649d7 fixed_pipeline_cache: Use dirty flags to lazily update key
Use dirty flags to avoid building pipeline key from scratch on each draw
call. This saves a bit of unnecesary work on each draw call.
2021-02-13 17:44:47 -03:00
ReinUsesLisp
dd9caf9aa0 vk_master_semaphore: Mark gpu_tick atomic operations with relaxed order 2021-02-13 05:57:28 -03:00
ReinUsesLisp
6171566296 vk_staging_buffer_pool: Inline tick tests
Load the current tick to a local variable, moving it out of an atomic
and allowing us to compare the value without going through a pointer
each time. This should make the loop more optimizable.
2021-02-13 05:14:11 -03:00
ReinUsesLisp
682d82faf3 gl_stream_buffer/vk_staging_buffer_pool: Fix size check
Fix a tragic off-by-one condition that causes Vulkan's stream buffer to
think it's always full, using fallback memory. The OpenGL was also
affected by this bug to a lesser extent.
2021-02-13 05:11:48 -03:00
ReinUsesLisp
5b35b01070 video_core: Fix clang build issues 2021-02-13 02:26:47 -03:00
ReinUsesLisp
025fe458ae vk_staging_buffer_pool: Fix softlock when stream buffer overflows
There was still a code path that could wait on a timeline semaphore tick
that would never be signalled.

While we are at it, make use of more STL algorithms.
2021-02-13 02:18:38 -03:00
ReinUsesLisp
3a2eefb16c vk_buffer_cache: Add support for null index buffers
Games can bind a null index buffer (size=0) where all indices are
evaluated as zero. VK_EXT_robustness2 doesn't support this and all
drivers segfault when a null index buffer is passed to
vkCmdBindIndexBuffer.

Workaround this by creating a 4 byte buffer and filling it with zeroes.
If it's read out of bounds, robustness takes care of returning zeroes as
indices.
2021-02-13 02:18:38 -03:00
ReinUsesLisp
7402442442 vk_staging_buffer_pool: Get a staging buffer instead of waiting
Avoids waiting idle while the GPU finishes to do work, and fixes an
issue where we'd wait forever if a single command buffer (logic tick)
all the data.
2021-02-13 02:18:05 -03:00
ReinUsesLisp
a02b4e1df6 buffer_cache: Skip cache on small uploads on Vulkan
Ports from OpenGL the optimization to skip small 3D uniform buffer
uploads. This will take advantage of the previously introduced stream
buffer.

Fixes instances where the staging buffer offset was being ignored.
2021-02-13 02:17:24 -03:00
ReinUsesLisp
35df1d1864 vk_staging_buffer_pool: Add stream buffer for small uploads
This uses a ring buffer similar to OpenGL's stream buffer for small
uploads. This stops us from allocating several small buffers, reducing
memory fragmentation and cache locality.

It uses dedicated allocations when possible.
2021-02-13 02:17:24 -03:00
ReinUsesLisp
82c2601555 video_core: Reimplement the buffer cache
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.
2021-02-13 02:17:22 -03:00
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
9e88ad8da9 vk_scheduler: Fix unaligned placement new expressions
We were accidentaly creating an object in an unaligned memory address.
Fix this by manually aligning the offset.
2021-01-27 22:28:22 -03:00
ReinUsesLisp
9dc4a80b17 vk_graphics_pipeline: Fix narrowing conversion on MSVC 2021-01-24 21:41:29 -03:00
LC
df0d8c45d2
Merge pull request #5807 from ReinUsesLisp/vc-warnings
video_core: Silence the remaining gcc warnings and enforce them
2021-01-24 17:36:43 -05:00
Rodrigo Locatti
b769b1be26
Merge pull request #5363 from ReinUsesLisp/vk-image-usage
vk_texture_cache: Support image store on sRGB images with VkImageViewUsageCreateInfo
2021-01-24 18:44:51 -03:00
ReinUsesLisp
6b00443bc1 vk_texture_cache: Support image store on sRGB images with VkImageViewUsageCreateInfo
Vulkan 1.0 didn't support creating sRGB image views on an ABGR8 VkImage
with storage usage bits. VK_KHR_maintenance2 addressed this allowing to
reduce the usage bits on a VkImageView.

To allow image store on non-sRGB image views when the VkImage is created
with sRGB, always create VkImages without sRGB and add the sRGB format
on the view.
2021-01-24 18:16:43 -03:00
ReinUsesLisp
1b76e7e890 video_core: Silence -Wmissing-field-initializers warnings 2021-01-24 04:32:19 -03:00
ReinUsesLisp
ad48259d7e maxwell_to_vk: Silence -Wextra warnings about using different enum types 2021-01-24 04:03:36 -03:00
ReinUsesLisp
37ef2ee595 vk_pipeline_cache: Properly bypass VertexA shaders
The VertexA stage is not yet implemented, but Vulkan is adding its
descriptors, causing a discrepancy in the pushed descriptors and the
template. This generally ends up in a driver side crash.

Bypass the VertexA stage for now.
2021-01-23 03:59:59 -03:00
bunnei
ffbde909c8
Merge pull request #5361 from ReinUsesLisp/vk-shader-comment
vk_shader_decompiler: Show comments as OpUndef with a type
2021-01-20 21:33:42 -08:00
ReinUsesLisp
c3c7603076 vk_shader_decompiler: Show comments as OpUndef with a type
Silence the new validation layer error about SPIR-V not allowing OpUndef
on a OpTypeVoid, even when the SPIR-V spec doesn't say anything against
it.

They will be inserted as an undefined int to avoid SPIRV-Cross and
validation errors, but only when a debugging tool is attached.
2021-01-15 21:12:57 -03:00
ReinUsesLisp
432f045dba vk_texture_cache: Use Download memory types for texture flushes
Use the Download memory type where it matters.
2021-01-15 16:19:40 -03:00
ReinUsesLisp
72541af3bc vulkan_memory_allocator: Add "download" memory usage hint
Allow users of the allocator to hint memory usage for downloads. This
removes the non-descriptive boolean passed for "host visible" or not
host visible memory commits, and uses an enum to hint device local,
upload and download usages.
2021-01-15 16:19:39 -03:00
ReinUsesLisp
fade63b58e vulkan_common: Move allocator to the common directory
Allow using the abstraction from the OpenGL backend.
2021-01-15 16:19:39 -03:00
ReinUsesLisp
c2b550987b renderer_vulkan: Rename Vulkan memory manager to memory allocator
"Memory manager" collides with the guest GPU memory manager, and a
memory allocator sounds closer to what the abstraction aims to be.
2021-01-15 16:19:39 -03:00
ReinUsesLisp
e996f1ad09 vk_memory_manager: Improve memory manager and its API
Fix a bug where the memory allocator could leave gaps between commits.
To fix this the allocation algorithm was reworked, although it's still
short in number of lines of code.

Rework the allocation API to self-contained movable objects instead of
naively using an unique_ptr to do the job for us. Remove the VK prefix.
2021-01-15 16:19:36 -03:00
ReinUsesLisp
3e03391a49 vk_buffer_cache: Remove unused function 2021-01-15 02:58:55 -03:00
bunnei
de1a316369
Merge pull request #5311 from ReinUsesLisp/fence-wait
vk_fence_manager: Use timeline semaphores instead of spin waits
2021-01-12 21:00:05 -08:00
bunnei
8eea7c1176
Merge pull request #5231 from ReinUsesLisp/dyn-bindings
renderer_vulkan/fixed_pipeline_state: Move enabled bindings to static state
2021-01-08 12:24:46 -08:00
ReinUsesLisp
154a7653f9 vk_fence_manager: Use timeline semaphores instead of spin waits
With timeline semaphores we can avoid creating objects. Instead of
creating an event, grab the current tick from the scheduler and flush
the current command buffer. When the fence has to be queried/waited, we
can do so against the master semaphore instead of spinning on an event.

If Vulkan supported NVN like events or fences, we could signal from the
command buffer and wait for that without splitting things in two
separate command buffers.
2021-01-08 02:47:28 -03:00
Morph
e8d40559d5
Merge pull request #5288 from ReinUsesLisp/workaround-garbage
gl_texture_cache: Avoid format views on Intel and AMD
2021-01-06 15:39:51 +08:00
bunnei
275b96a0e2
Merge pull request #5289 from ReinUsesLisp/vulkan-device
vulkan_common: Move device abstraction to the common directory and allow surfaceless devices
2021-01-05 17:44:56 -08:00
LC
2a6e6306d8
Merge pull request #5292 from ReinUsesLisp/empty-set
vk_rasterizer: Skip binding empty descriptor sets on compute
2021-01-04 21:32:57 -05:00
ReinUsesLisp
1ccf805367 vk_rasterizer: Skip binding empty descriptor sets on compute
Fixes unit tests where compute shaders had no descriptors in the set,
making Vulkan drivers crash when binding an empty set.
2021-01-04 17:56:39 -03:00
ReinUsesLisp
d235cf3933 renderer_vulkan/nsight_aftermath_tracker: Move to vulkan_common 2021-01-04 02:22:22 -03:00
ReinUsesLisp
3753553b6a renderer_vulkan: Move device abstraction to vulkan_common 2021-01-04 02:22:22 -03:00
ReinUsesLisp
7d904fef2e gl_texture_cache: Avoid format views on Intel and AMD
Intel and AMD proprietary drivers are incapable of rendering to texture
views of different formats than the original texture. Avoid creating
these at a cache level. This will consume more memory, emulating them
with copies.
2021-01-04 02:06:40 -03:00
ReinUsesLisp
974d731926 renderer_vulkan: Rename VKDevice to Device
The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
2021-01-03 17:51:48 -03:00
Rodrigo Locatti
7265e80c12
Merge pull request #5230 from ReinUsesLisp/vulkan-common
vulkan_common: Move reusable Vulkan abstractions to a separate directory
2021-01-03 17:38:29 -03:00
Morph
a745d87971 general: Fix various spelling errors 2021-01-02 10:23:41 -05:00
ReinUsesLisp
cdbee27692 vulkan_instance: Allow different Vulkan versions and enforce 1.1
For listing the available physical devices we can use Vulkan 1.0.
Now that MoltenVK supports 1.1 we can require it for running games.

Add missing documentation.
2020-12-31 02:07:34 -03:00
ReinUsesLisp
7344a7c447 vk_device: Use an array to report lacking device limits
This makes easier to add and tune the required device limits.
2020-12-31 02:07:34 -03:00
ReinUsesLisp
f687392e6f vk_device: Stop initialization when device is not suitable
VKDevice::IsSuitable was not being called. To address this issue, check
suitability before initialization and throw an exception if it fails.

By doing this, we can deduplicate some code on queue searches.
Previosuly we would first search if a present and graphics queue
existed, then on initialization we would search again to find the index.
2020-12-31 02:07:33 -03:00
ReinUsesLisp
53ea06dc17 renderer_vulkan: Remove two step initialization on VKDevice
The Vulkan device abstraction either initializes successfully on the
constructor or throws a Vulkan exception.
2020-12-31 02:07:33 -03:00
ReinUsesLisp
085adfea00 renderer_vulkan: Throw when enumerating devices fails
Report device enumeration errors with exceptions to be consistent with
other initialization related function calls. Reduces the amount of code
to maintain.
2020-12-31 02:07:33 -03:00
ReinUsesLisp
11f0f7598d renderer_vulkan: Initialize surface in separate file
Move surface initialization code to a separate file. It's unlikely to
use this code outside of Vulkan, but keeping platform-specific code
(Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
2020-12-31 02:07:33 -03:00
ReinUsesLisp
dce8720780 renderer_vulkan: Catch and report exceptions
Move more Vulkan code to report errors with exceptions and report them
through a log before notifying it with an error boolean for backwards
compatibility. In the future we can replace the rasterizer two-step
initialization to always use exceptions.
2020-12-31 02:07:33 -03:00