<feed xmlns='http://www.w3.org/2005/Atom'>
<title>eglantine-cirakg/src/video_core/shader/decode/other.cpp, branch nx2</title>
<subtitle>Mirror of github.com/cira0100/Eglantine-public nx2, a fork of Djihads80/Eglantine.</subtitle>
<id>https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2</id>
<link rel='self' href='https://git.cirakg.xyz/eglantine-cirakg/atom?h=nx2'/>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/'/>
<updated>2021-07-23T01:51:22+00:00</updated>
<entry>
<title>shader: Remove old shader management</title>
<updated>2021-07-23T01:51:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-02-16T23:52:12+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=65069df8aa3975b055d70c3c615f9c99d60c72e0'/>
<id>urn:sha1:65069df8aa3975b055d70c3c615f9c99d60c72e0</id>
<content type='text'>
</content>
</entry>
<entry>
<title>video_core: Reimplement the buffer cache</title>
<updated>2021-02-13T05:17:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-16T23:48:58+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=2dfce2fca60c8775be55cf86e8f8a5eddd5e8832'/>
<id>urn:sha1:2dfce2fca60c8775be55cf86e8f8a5eddd5e8832</id>
<content type='text'>
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.
</content>
</entry>
<entry>
<title>video_core: Remove unnecessary enum class casting in logging messages</title>
<updated>2020-12-07T05:41:50+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T05:41:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=ea0e85b869ffc0dd372168bf9871bc2523554355'/>
<id>urn:sha1:ea0e85b869ffc0dd372168bf9871bc2523554355</id>
<content type='text'>
fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.

Reduces the line noise a bit.
</content>
</entry>
<entry>
<title>video_core: Resolve more variable shadowing scenarios pt.2</title>
<updated>2020-12-05T11:39:35+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-05T09:51:14+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=341083a5e135edb06bcb8913f4897c232650d1da'/>
<id>urn:sha1:341083a5e135edb06bcb8913f4897c232650d1da</id>
<content type='text'>
Migrates the video core code closer to enabling variable shadowing
warnings as errors.

This primarily sorts out shadowing occurrences within the Vulkan code.
</content>
</entry>
<entry>
<title>decode/other: Implement S2R.LaneId</title>
<updated>2020-07-16T19:09:39+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-07-16T19:08:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=c5391180e63e5bcb1146c4ab4f7fb4530fa9e6b0'/>
<id>urn:sha1:c5391180e63e5bcb1146c4ab4f7fb4530fa9e6b0</id>
<content type='text'>
This maps to host's thread id.

- Fixes graphical issues on Paper Mario.
</content>
</entry>
<entry>
<title>Merge pull request #4016 from ReinUsesLisp/invocation-info</title>
<updated>2020-06-02T13:47:53+00:00</updated>
<author>
<name>LC</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-06-02T13:47:53+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=50e8e86908bc74a5e97dff846b2022f0ad886eb2'/>
<id>urn:sha1:50e8e86908bc74a5e97dff846b2022f0ad886eb2</id>
<content type='text'>
shader/other: Fix hardcoded value in S2R INVOCATION_INFO</content>
</entry>
<entry>
<title>shader/other: Fix hardcoded value in S2R INVOCATION_INFO</title>
<updated>2020-05-30T04:49:14+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-29T23:21:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=b62b8c8a5d9d1e51a94f3cbf1d8d34e632a0b44e'/>
<id>urn:sha1:b62b8c8a5d9d1e51a94f3cbf1d8d34e632a0b44e</id>
<content type='text'>
Geometry shaders built from Nvidia's compiler check for bits[16:23] to
be less than or equal to 0 with VSETP to default to a "safe" value of
0x8000'0000 (safe from hardware's perspective). To avoid hitting this
path in the shader, return 0x00ff'0000 from S2R INVOCATION_INFO.

This seems to be the maximum number of vertices a geometry shader can
emit in a primitive.
</content>
</entry>
<entry>
<title>shader/other: Implement MEMBAR.CTS</title>
<updated>2020-05-27T03:19:45+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-15T05:52:35+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=6e0420fe20701351c465c6e47d364c7d817354e4'/>
<id>urn:sha1:6e0420fe20701351c465c6e47d364c7d817354e4</id>
<content type='text'>
This silences an assertion we were hitting and uses workgroup memory
barriers when the game requests it.
</content>
</entry>
<entry>
<title>Merge pull request #3981 from ReinUsesLisp/bar</title>
<updated>2020-05-26T18:40:13+00:00</updated>
<author>
<name>bunnei</name>
<email>bunneidev@gmail.com</email>
</author>
<published>2020-05-26T18:40:13+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=cb82125d87a3ef0559f5f127c1204ee91f9624bd'/>
<id>urn:sha1:cb82125d87a3ef0559f5f127c1204ee91f9624bd</id>
<content type='text'>
shader/other: Implement BAR.SYNC 0x0</content>
</entry>
<entry>
<title>shader/other: Implement BAR.SYNC 0x0</title>
<updated>2020-05-22T02:20:43+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-05-15T05:24:42+00:00</published>
<link rel='alternate' type='text/html' href='https://git.cirakg.xyz/eglantine-cirakg/commit/?id=5db0df833ad352c5f08f92b5adf87225248a075e'/>
<id>urn:sha1:5db0df833ad352c5f08f92b5adf87225248a075e</id>
<content type='text'>
Trivially implement this particular case of BAR. Unless games use OpenCL
or CUDA barriers, we shouldn't hit any other case here.
</content>
</entry>
</feed>
