| Commit message (Collapse) | Author | Age | Files | Lines |
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While SET_MESH_CONTROL is on, a native draw binds a task program in the
vertex slot, its mesh program in the tessellation slot and a header-only
pass-through geometry program naming the per-primitive outputs. Translate
the first two as task and mesh programs with the mesh registers
(SET_MESH_SHADER_A/B, SET_MESH_INIT_SHADER) and that header, key their
pipelines by them, and build pipelines with task/mesh stages and no
vertex input, input assembly or tessellation state. The draw's vertex
count is the number of task workgroups: record vkCmdDrawMeshTasksEXT.
Enable VK_EXT_mesh_shader (task and mesh only) when the host has it; draws
are skipped without it, as they were before.
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From changes.patch: the TU104/GA10x MME interpreter (shared macro context for
the process's channels, also on the compute class), native compute with QMD
3.0 dependency scheduling, the Ampere-to-Maxwell shader lowering, native
vertex stream sizes, and the console's GOB swizzle for textures, DMA copies
and the host unswizzle shaders. Switch 2 channels turn all of it on at init.
The lowering is widened for title 4 (all 32 of its programs lower): general
TEX (any dimension/LOD/mask, operand split 1+1/2+1/2+2/4+n, any but consistent
descriptor buffer), cube/array, SULD channel masks, 128-bit STG, indexed IPA,
VOTE, SHFL with any immediate or predicate output, R2P/P2R byte select,
uniform ULOP3/ULEA/UBREV/UFLO.SH/UISETP signed/UMOV URZ, IMNMX cbuf, IADD3
and FFMA uniform operands, FMUL /4 /8 x8, and BSSY/BSYNC/BREAK/WARPSYNC as
no-ops. The capture stops at unmapped memory. EDEN_NX2_SHADER_DUMP dumps every
native program; tools in C:\dev\nx2work test the lowering offline.
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before, but surely wrong.
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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.
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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.
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The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.
This commit aims to address those issues.
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The previous definition was:
#define NUM(field_name) (sizeof(Maxwell3D::Regs::field_name) / sizeof(u32))
In cases where `field_name` happens to refer to an array, Clang thinks
`sizeof(an array value) / sizeof(a type)` is an instance of the idiom
where `sizeof` is used to compute an array length. So it thinks the
type in the denominator ought to be the array element type, and warns if
it isn't, assuming this is a mistake.
In reality, `NUM` is not used to get array lengths at all, so there is no
mistake. Silence the warning by applying Clang's suggested workaround
of parenthesizing the denominator.
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The texture cache already takes care of setting a render target to dirty
when invalidated.
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