early-access version 1896
This commit is contained in:
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4c75967a9d
commit
83d2501797
@ -48,15 +48,6 @@ if (BUILD_REPOSITORY)
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endif()
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endif()
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# The variable SRC_DIR must be passed into the script (since it uses the current build directory for all values of CMAKE_*_DIR)
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set(VIDEO_CORE "${SRC_DIR}/src/video_core")
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set(HASH_FILES
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# ...
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)
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set(COMBINED "")
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foreach (F IN LISTS HASH_FILES)
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file(READ ${F} TMP)
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set(COMBINED "${COMBINED}${TMP}")
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endforeach()
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string(MD5 SHADER_CACHE_VERSION "${COMBINED}")
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# The variable SRC_DIR must be passed into the script
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# (since it uses the current build directory for all values of CMAKE_*_DIR)
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configure_file("${SRC_DIR}/src/common/scm_rev.cpp.in" "scm_rev.cpp" @ONLY)
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@ -1,7 +1,7 @@
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yuzu emulator early access
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=============
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This is the source code for early-access 1893.
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This is the source code for early-access 1896.
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## Legal Notice
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@ -80,7 +80,7 @@ struct ControllerSupportArgOld {
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static_assert(sizeof(ControllerSupportArgOld) == 0x21C,
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"ControllerSupportArgOld has incorrect size.");
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// LibraryAppletVersion 0x7
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// LibraryAppletVersion 0x7, 0x8
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struct ControllerSupportArgNew {
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ControllerSupportArgHeader header{};
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std::array<IdentificationColor, 8> identification_colors{};
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@ -180,11 +180,9 @@ Device::Device() {
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LOG_ERROR(Render_OpenGL, "Assembly shaders enabled but not supported");
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shader_backend = Settings::ShaderBackend::GLSL;
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}
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// Completely disable async shaders for now, as it causes graphical glitches
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use_asynchronous_shaders = false;
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// Blocks AMD and Intel OpenGL drivers on Windows from using asynchronous shader compilation.
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// use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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// !(is_amd || (is_intel && !is_linux));
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use_asynchronous_shaders = Settings::values.use_asynchronous_shaders.GetValue() &&
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!(is_amd || (is_intel && !is_linux));
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use_driver_cache = is_nvidia;
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LOG_INFO(Render_OpenGL, "Renderer_VariableAOFFI: {}", has_variable_aoffi);
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@ -237,10 +237,12 @@ GraphicsPipeline::GraphicsPipeline(
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if (key.xfb_enabled && device.UseAssemblyShaders()) {
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GenerateTransformFeedbackState();
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}
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auto func{[this, device, sources, sources_spirv,
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shader_notify](ShaderContext::Context*) mutable {
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const bool in_parallel = thread_worker != nullptr;
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const auto backend = device.GetShaderBackend();
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auto func{[this, sources = std::move(sources), sources_spirv = std::move(sources_spirv),
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shader_notify, backend, in_parallel](ShaderContext::Context*) mutable {
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for (size_t stage = 0; stage < 5; ++stage) {
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switch (device.GetShaderBackend()) {
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switch (backend) {
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case Settings::ShaderBackend::GLSL:
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if (!sources[stage].empty()) {
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source_programs[stage] = CreateProgram(sources[stage], Stage(stage));
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@ -249,6 +251,10 @@ GraphicsPipeline::GraphicsPipeline(
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case Settings::ShaderBackend::GLASM:
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if (!sources[stage].empty()) {
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assembly_programs[stage] = CompileProgram(sources[stage], AssemblyStage(stage));
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if (in_parallel) {
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// Make sure program is built before continuing when building in parallel
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glGetString(GL_PROGRAM_ERROR_STRING_NV);
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}
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}
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break;
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case Settings::ShaderBackend::SPIRV:
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@ -258,10 +264,20 @@ GraphicsPipeline::GraphicsPipeline(
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break;
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}
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}
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if (in_parallel && backend != Settings::ShaderBackend::GLASM) {
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// Make sure programs have built if we are building shaders in parallel
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for (OGLProgram& program : source_programs) {
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if (program.handle != 0) {
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GLint status{};
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glGetProgramiv(program.handle, GL_LINK_STATUS, &status);
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}
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}
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}
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if (shader_notify) {
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shader_notify->MarkShaderComplete();
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}
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is_built = true;
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built_condvar.notify_one();
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}};
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if (thread_worker) {
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thread_worker->QueueWork(std::move(func));
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@ -434,6 +450,9 @@ void GraphicsPipeline::ConfigureImpl(bool is_indexed) {
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buffer_cache.UpdateGraphicsBuffers(is_indexed);
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buffer_cache.BindHostGeometryBuffers(is_indexed);
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if (!is_built.load(std::memory_order::relaxed)) {
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WaitForBuild();
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}
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if (assembly_programs[0].handle != 0) {
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program_manager.BindAssemblyPrograms(assembly_programs, enabled_stages_mask);
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} else {
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@ -545,4 +564,9 @@ void GraphicsPipeline::GenerateTransformFeedbackState() {
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num_xfb_strides = static_cast<GLsizei>(current_stream - xfb_streams.data());
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}
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void GraphicsPipeline::WaitForBuild() {
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std::unique_lock lock{built_mutex};
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built_condvar.wait(lock, [this] { return is_built.load(std::memory_order::relaxed); });
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}
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} // namespace OpenGL
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@ -119,6 +119,8 @@ private:
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void GenerateTransformFeedbackState();
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void WaitForBuild();
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TextureCache& texture_cache;
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BufferCache& buffer_cache;
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Tegra::MemoryManager& gpu_memory;
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@ -143,13 +145,16 @@ private:
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bool use_storage_buffers{};
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bool writes_global_memory{};
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std::atomic_bool is_built{false};
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static constexpr std::size_t XFB_ENTRY_STRIDE = 3;
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GLsizei num_xfb_attribs{};
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GLsizei num_xfb_strides{};
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std::array<GLint, 128 * XFB_ENTRY_STRIDE * Maxwell::NumTransformFeedbackBuffers> xfb_attribs{};
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std::array<GLint, Maxwell::NumTransformFeedbackBuffers> xfb_streams{};
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std::mutex built_mutex;
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std::condition_variable built_condvar;
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std::atomic_bool is_built{false};
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};
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} // namespace OpenGL
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@ -212,8 +212,8 @@ void BufferCacheRuntime::BindIndexBuffer(PrimitiveTopology topology, IndexFormat
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}
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if (vk_buffer == VK_NULL_HANDLE) {
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// Vulkan doesn't support null index buffers. Replace it with our own null buffer.
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ReserveNullIndexBuffer();
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vk_buffer = *null_index_buffer;
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ReserveNullBuffer();
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vk_buffer = *null_buffer;
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}
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scheduler.Record([vk_buffer, vk_offset, vk_index_type](vk::CommandBuffer cmdbuf) {
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cmdbuf.BindIndexBuffer(vk_buffer, vk_offset, vk_index_type);
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@ -221,16 +221,14 @@ void BufferCacheRuntime::BindIndexBuffer(PrimitiveTopology topology, IndexFormat
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}
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void BufferCacheRuntime::BindQuadArrayIndexBuffer(u32 first, u32 count) {
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const u32 total_indices = first + count;
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if (total_indices == 0) {
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ReserveNullIndexBuffer();
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scheduler.Record([buffer = *null_index_buffer,
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index_type = quad_array_lut_index_type](vk::CommandBuffer cmdbuf) {
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cmdbuf.BindIndexBuffer(buffer, 0, index_type);
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if (count == 0) {
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ReserveNullBuffer();
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scheduler.Record([this](vk::CommandBuffer cmdbuf) {
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cmdbuf.BindIndexBuffer(*null_buffer, 0, VK_INDEX_TYPE_UINT32);
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});
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return;
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}
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ReserveQuadArrayLUT(total_indices, true);
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ReserveQuadArrayLUT(first + count, true);
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// The LUT has the indices 0, 1, 2, and 3 copied as an array
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// To apply these 'first' offsets we can apply an offset based on the modulus.
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@ -264,6 +262,14 @@ void BufferCacheRuntime::BindTransformFeedbackBuffer(u32 index, VkBuffer buffer,
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// Already logged in the rasterizer
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return;
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}
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if (buffer == VK_NULL_HANDLE) {
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// Vulkan doesn't support null transform feedback buffers.
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// Replace it with our own null buffer.
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ReserveNullBuffer();
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buffer = *null_buffer;
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offset = 0;
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size = 0;
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}
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scheduler.Record([index, buffer, offset, size](vk::CommandBuffer cmdbuf) {
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const VkDeviceSize vk_offset = offset;
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const VkDeviceSize vk_size = size;
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@ -348,11 +354,11 @@ void BufferCacheRuntime::ReserveQuadArrayLUT(u32 num_indices, bool wait_for_idle
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});
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}
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void BufferCacheRuntime::ReserveNullIndexBuffer() {
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if (null_index_buffer) {
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void BufferCacheRuntime::ReserveNullBuffer() {
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if (null_buffer) {
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return;
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}
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null_index_buffer = device.GetLogical().CreateBuffer(VkBufferCreateInfo{
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null_buffer = device.GetLogical().CreateBuffer(VkBufferCreateInfo{
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.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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@ -363,12 +369,12 @@ void BufferCacheRuntime::ReserveNullIndexBuffer() {
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.pQueueFamilyIndices = nullptr,
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});
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if (device.HasDebuggingToolAttached()) {
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null_index_buffer.SetObjectNameEXT("Null index buffer");
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null_buffer.SetObjectNameEXT("Null index buffer");
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}
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null_index_buffer_commit = memory_allocator.Commit(null_index_buffer, MemoryUsage::DeviceLocal);
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null_buffer_commit = memory_allocator.Commit(null_buffer, MemoryUsage::DeviceLocal);
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scheduler.RequestOutsideRenderPassOperationContext();
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scheduler.Record([buffer = *null_index_buffer](vk::CommandBuffer cmdbuf) {
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scheduler.Record([buffer = *null_buffer](vk::CommandBuffer cmdbuf) {
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cmdbuf.FillBuffer(buffer, 0, VK_WHOLE_SIZE, 0);
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});
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}
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void ReserveQuadArrayLUT(u32 num_indices, bool wait_for_idle);
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void ReserveNullIndexBuffer();
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void ReserveNullBuffer();
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const Device& device;
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MemoryAllocator& memory_allocator;
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@ -124,8 +124,8 @@ private:
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VkIndexType quad_array_lut_index_type{};
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u32 current_num_indices = 0;
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vk::Buffer null_index_buffer;
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MemoryCommit null_index_buffer_commit;
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vk::Buffer null_buffer;
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MemoryCommit null_buffer_commit;
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Uint8Pass uint8_pass;
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QuadIndexedPass quad_index_pass;
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device{device_}, scheduler{scheduler_}, descriptor_pool{descriptor_pool_},
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update_descriptor_queue{update_descriptor_queue_}, render_pass_cache{render_pass_cache_},
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buffer_cache{buffer_cache_}, texture_cache{texture_cache_}, shader_notify{shader_notify_},
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use_asynchronous_shaders{false},
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use_asynchronous_shaders{Settings::values.use_asynchronous_shaders.GetValue()},
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workers(std::max(std::thread::hardware_concurrency(), 2U) - 1, "yuzu:PipelineBuilder"),
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serialization_thread(1, "yuzu:PipelineSerialization") {
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const auto& float_control{device.FloatControlProperties()};
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<string>Enables asynchronous shader compilation, which may reduce shader stutter. This feature is experimental.</string>
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</property>
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<property name="text">
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<string>Use asynchronous shader building (experimental)</string>
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<string>Use asynchronous shader building</string>
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</property>
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</widget>
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</item>
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