Commit Graph

307 Commits

Author SHA1 Message Date
lat9nq
6448eade2e externals: Add vma and initialize it
video_core: Move vma implementation to library
2023-06-18 12:45:12 +03:00
liamwhite
cfb76d8f3e
Merge pull request #10476 from ameerj/gl-memory-maps
OpenGL: Make use of persistent buffer maps in buffer cache
2023-06-07 14:03:57 -04:00
Liam
616cf70a80 build: only enable adrenotools on arm64 2023-06-03 00:05:43 -07:00
Liam
f7a3f1ddf4 externals: add adrenotools for bcenabler 2023-06-03 00:05:28 -07:00
bunnei
851b1008a8 cmake: Integrate bundled FFmpeg for Android. 2023-06-03 00:05:26 -07:00
ameerj
642c14f0c7 OpenGL: Make use of persistent buffer maps in buffer cache downloads
Persistent buffer maps were already used by the texture cache, this extends their usage for the buffer cache.

In my testing, using the memory maps for uploads was slower than the existing "ImmediateUpload" path, so the memory map usage is limited to downloads for the time being.
2023-05-28 00:38:46 -04:00
Liam
415c78b87c textures: add BC1 and BC3 compressors and recompression setting 2023-05-23 12:54:40 -04:00
GPUCode
2ad9acf795 renderer_vulkan: Async presentation 2023-05-01 23:13:24 +03:00
Fernando Sahmkow
a16c261131 Buffer Cache: Fully rework the buffer cache. 2023-04-29 00:46:31 +02:00
Matías Locatti
c38bb96a2c Partially apply LTO to only core and video_core projects. 2023-02-27 18:44:14 -03:00
Wollnashorn
c4a49eb1dd video_core/opengl: Add FSR upscaling filter to the OpenGL renderer 2023-01-26 21:43:33 +01:00
liamwhite
475370c8f8
Merge pull request #9556 from vonchenplus/draw_texture
video_core: Implement maxwell3d draw texture method
2023-01-19 14:58:53 -05:00
liamwhite
020dbcdbc7
Merge pull request #9552 from liamwhite/turbo
vulkan: implement 'turbo mode' clock booster
2023-01-06 09:59:59 -05:00
Fernando Sahmkow
6c7eb81f7d video_core: Cache GPU internal writes. 2023-01-05 05:23:39 -05:00
Feng Chen
013b689153 video_core: Implement opengl/vulkan draw_texture 2023-01-05 12:41:33 +08:00
Liam
301e9bbc03 vulkan: implement 'turbo mode' clock booster 2023-01-04 22:22:01 -05:00
Fernando Sahmkow
3630bfaef3 RasterizerMemory: Add filtering for flushing/invalidation operations. 2023-01-01 16:43:58 -05:00
Liam
5b837157bd video_core: Integrate SMAA
Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com>
Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
2022-12-08 17:17:45 -05:00
Fernando S
41461514d6
Merge pull request #9401 from vonchenplus/draw_manager
video_core: Implement maxwell3d draw manager and split draw logic
2022-12-08 12:41:39 +01:00
Feng Chen
bf0b957c05 video_core: Implement maxwell3d draw manager and split draw logic 2022-12-08 10:12:19 +08:00
Alexandre Bouvier
8e17b5469f cmake: prefer system libraries 2022-12-04 17:09:25 +01:00
liamwhite
02b10a6e4d
Merge pull request #9374 from liamwhite/externals
externals: update dynarmic, SDL2
2022-12-04 10:44:12 -05:00
Liam
6d2c597371 externals: update dynarmic, SDL2 2022-12-04 10:12:26 -05:00
bunnei
f77cc6c412
Merge pull request #9344 from liamwhite/null
video_core: add null backend
2022-12-03 11:23:25 -08:00
ameerj
37bc5118ea CMake: Use precompiled headers 2022-11-29 18:50:49 -05:00
Liam
89dd7dc180 video_core: add null backend 2022-11-28 19:49:09 -05:00
Fernando Sahmkow
957840be91 Fermi2D: Rework blit engine and add a software blitter. 2022-11-24 20:35:44 +01:00
Liam
cbaf642ffe Initial ARM64 support 2022-11-09 16:58:49 -05:00
Morph
93297d14d8 CMakeLists: Remove all redundant warnings
These are already explicitly or implicitly set in src/CMakeLists.txt
2022-10-22 15:02:04 -04:00
FengChen
99507d0188 video_core: Implement memory manager page kind 2022-10-17 15:33:29 +08:00
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
e462191482 Refactor VideoCore to use AS sepparate from Channel. 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
Andrea Pappacoda
cdb240f3d4
chore: make yuzu REUSE compliant
[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.

Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.

The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.

Following REUSE has a few advantages over the current approach:

- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
  `.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
  files like binary assets / images is always accurate and up to date

To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.

[REUSE]: https://reuse.software

Follow-up to 01cf05bc75
2022-07-27 12:53:49 +02:00
Morph
efc89c032b CMakeLists: Make variable shadowing a compile-time error
Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
2022-06-13 18:19:23 -04:00
Liam
989d4a7a41 core/debugger: Improved stepping mechanism and misc fixes 2022-06-01 02:15:15 -04:00
liushuyu
e7f10de11a
video_core/cmake: link against libva explicitly ...
... to fix build on Flatpak (and self-builds)
2021-12-02 22:35:30 -07:00
Marshall Mohror
bb03675485 Vulkan: Reimplement FSR constant generation functions to avoid GCC warnings 2021-11-16 22:11:33 +01:00
Marshall Mohror
dcc5b4f6b0 Presentation: Only use FP16 in scaling shaders on supported devices in Vulkan 2021-11-16 22:11:32 +01:00
Marshall Mohror
37cb0377ae vulkan: Implement FidelityFX Super Resolution 2021-11-16 22:11:31 +01:00
ameerj
b39b33b1fe codecs: Add VP8 codec class 2021-11-12 19:49:45 -05:00
lat9nq
92bc51b66a cmake: Add VDPAU and NVDEC support to FFmpeg
Adds {h264_,vp9_}{nvdec,vdpau} hwaccels.
2021-08-16 14:40:52 -04:00
yzct12345
5566f3dbc0
texture_cache: Address ameerj's review 2021-08-05 20:46:24 +00:00
yzct12345
f9563c8f24
texture_cache: Split templates out 2021-08-05 13:52:30 +00:00
yzct12345
2868d4ba84
nvdec: Implement VA-API hardware video acceleration (#6713)
* nvdec: VA-API

* Verify formatting

* Forgot a semicolon for Windows

* Clarify comment about AV_PIX_FMT_NV12

* Fix assert log spam from missing negation

* vic: Remove forgotten debug code

* Address lioncash's review

* Mention VA-API is Intel/AMD

* Address v1993's review

* Hopefully fix CMakeLists style this time

* vic: Improve cache locality

* vic: Fix off-by-one error

* codec: Async

* codec: Forgot the GetValue()

* nvdec: Address ameerj's review

* codec: Fallback to CPU without VA-API support

* cmake: Address lat9nq's review

* cmake: Make VA-API optional

* vaapi: Multiple GPU

* Apply suggestions from code review

Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>

* nvdec: Address ameerj's review

* codec: Use anonymous instead of static

* nvdec: Remove enum and fix memory leak

* nvdec: Address ameerj's review

* codec: Remove preparation for threading

Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
2021-08-03 23:43:11 -04:00
ReinUsesLisp
3b006f4fe2 renderer_vulkan: Add setting to log pipeline statistics
Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.

For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:

Average pipeline statistics
==========================================
Code size:       6433.167
Register count:    32.939

More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
2021-07-27 21:29:24 -03:00
ameerj
74f683787e gl_shader_cache: Implement async shaders 2021-07-22 21:51:38 -04:00
ReinUsesLisp
eacf18cce9 gl_shader_cache: Rename Program abstractions into Pipeline 2021-07-22 21:51:33 -04:00
ReinUsesLisp
69b910e9e7 video_core: Abstract transform feedback translation utility 2021-07-22 21:51:33 -04:00