bunnei
70812df905
Merge pull request #5064 from lioncash/node-shadow
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node: Eliminate variable shadowing
2020-12-04 00:45:33 -08:00
Lioncash
9c0408605e
node: Mark member functions as [[nodiscard]] where applicable
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Prevents logic bugs from accidentally ignoring the return value.
2020-12-03 16:03:34 -05:00
Lioncash
62d77b943a
node: Eliminate variable shadowing
2020-12-03 15:59:38 -05:00
Lioncash
92a5b7b388
vp9/vic: Resolve pessimizing moves
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Removes the usage of moves that don't result in behavior different from
a copy, or otherwise would prevent copy elision from occurring.
2020-12-03 12:33:07 -05:00
bunnei
14c58ebe23
Merge pull request #5002 from ameerj/nvdec-frameskip
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nvdec: Queue and display all decoded frames, cleanup decoders
2020-12-02 15:55:15 -08:00
bunnei
ea356e8f26
Merge pull request #5013 from ReinUsesLisp/vk-early-z
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vk_shader_decompiler: Implement force early fragment tests
2020-11-30 11:11:07 -08:00
comex
200a0bf755
codec: Fix pragma GCC diagnostic pop
missing corresponding push
2020-11-26 16:35:42 -05:00
ReinUsesLisp
fe1efa971f
vk_shader_decompiler: Implement force early fragment tests
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Force early fragment tests when the 3D method is enabled.
The established pipeline cache takes care of recompiling if needed.
This is implemented only on Vulkan to avoid invalidating the shader
cache on OpenGL.
2020-11-26 17:52:26 -03:00
ameerj
0a89ea1ca7
Limit queue size to 10 frames
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Workaround for ZLA, which seems to decode and queue twice as many frames as it displays.
2020-11-26 14:04:06 -05:00
bunnei
a20ffebc80
Merge pull request #4975 from comex/invalid-syncpoint-id
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nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID
2020-11-26 01:27:24 -08:00
ameerj
aa2d90b35c
Address PR feedback
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remove some redundant moves, make deleter match naming guidelines.
Co-Authored-By: LC <712067+lioncash@users.noreply.github.com>
2020-11-26 00:18:26 -05:00
Rodrigo Locatti
d9c847bdde
Merge pull request #4976 from comex/poll-events
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Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
2020-11-25 20:44:53 -03:00
ameerj
5beb990349
Queue decoded frames, cleanup decoders
2020-11-25 17:10:44 -05:00
ameerj
942dff1fd8
cleanup unneeded comments and newlines
2020-11-25 14:46:08 -05:00
ameerj
a981e7d69c
Refactor MaxwellToSpirvComparison. Use Common::BitCast
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Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2020-11-25 00:33:20 -05:00
ameerj
7d48b8be54
Address PR feedback from Rein
2020-11-24 22:46:45 -05:00
ameerj
47f8e43c22
vulkan_renderer: Alpha Test Culling Implementation
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Used by various textures in many titles, e.g. SSBU menu.
2020-11-24 22:46:45 -05:00
comex
00f2c7fbb9
nvdrv, video_core: Don't index out of bounds when given invalid syncpoint ID
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- Use .at() instead of raw indexing when dealing with untrusted indices.
- For the special case of WaitFence with syncpoint id UINT32_MAX,
instead of crashing, log an error and ignore. This is what I get when
running Super Mario Maker 2.
2020-11-24 12:59:41 -05:00
Rodrigo Locatti
8fd45a009a
Merge pull request #3681 from lioncash/component
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decoder/image: Fix incorrect G24R8 component sizes in GetComponentSize()
2020-11-24 04:38:03 -03:00
comex
bb729eefce
Overhaul EmuWindow::PollEvents to fix yuzu-cmd calling SDL_PollEvents off main thread
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EmuWindow::PollEvents was called from the GPU thread (or the CPU thread
in sync-GPU mode) when swapping buffers. It had three implementations:
- In GRenderWindow, it didn't actually poll events, just set a flag and
emit a signal to indicate that a frame was displayed.
- In EmuWindow_SDL2_Hide, it did nothing.
- In EmuWindow_SDL2, it did call SDL_PollEvents, but this is wrong
because SDL_PollEvents is supposed to be called on the thread that set
up video - in this case, the main thread, which was sleeping in a
busyloop (regardless of whether sync-GPU was enabled). On macOS this
causes a crash.
To fix this:
- Rename EmuWindow::PollEvents to OnFrameDisplayed, and give it a
default implementation that does nothing.
- In EmuWindow_SDL2, do not override OnFrameDisplayed, but instead have
the main thread call SDL_WaitEvent in a loop.
2020-11-23 17:58:49 -05:00
Morph
e718f63b22
Merge pull request #4954 from lioncash/compare
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gl_rasterizer: Make floating-point literal a float
2020-11-22 09:55:23 +08:00
bunnei
9ccd07c0ea
Merge pull request #4955 from lioncash/move3
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async_shaders: std::move data within QueueVulkanShader()
2020-11-21 01:21:08 -08:00
LC
b0e014d8c8
Merge pull request #4957 from ReinUsesLisp/alpha-test-rt
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gl_rasterizer: Remove warning of untested alpha test
2020-11-20 21:19:06 -05:00
ReinUsesLisp
6263722e4d
gl_rasterizer: Remove warning of untested alpha test
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Alpha test has been proven to only affect the first render target.
2020-11-20 23:17:40 -03:00
bunnei
bba996075e
Merge pull request #4953 from lioncash/shader-shadow
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shader_bytecode: Eliminate variable shadowing
2020-11-20 16:58:14 -08:00
Lioncash
953aff6f0e
async_shaders: emplace threads into the worker thread vector
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Same behavior, but constructs the threads in place instead of moving
them.
2020-11-20 04:46:56 -05:00
Lioncash
a15dc601be
async_shaders: Simplify implementation of GetCompletedWork()
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This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
2020-11-20 04:44:44 -05:00
Lioncash
088767da00
async_shaders: Simplify moving data into the pending queue
2020-11-20 04:41:29 -05:00
Lioncash
8ac9c08758
async_shaders: std::move data within QueueVulkanShader()
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Same behavior, but avoids redundant copies.
While we're at it, we can simplify the pushing of the parameters into
the pending queue.
2020-11-20 04:38:18 -05:00
Lioncash
ae52755d5c
gl_rasterizer: Make floating-point literal a float
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Gets rid of an unnecessary expansion from float to double.
2020-11-20 04:24:33 -05:00
Lioncash
b482ef0f06
shader_bytecode: Make use of [[nodiscard]] where applicable
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Ensures that all queried values are made use of.
2020-11-20 02:20:37 -05:00
Lioncash
b0172c1888
shader_bytecode: Eliminate variable shadowing
2020-11-20 02:13:45 -05:00
Rodrigo Locatti
4263ecebf5
Merge pull request #4308 from ReinUsesLisp/maxwell-3d-funcs
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maxwell_3d: Move code to separate functions and insert instead of push_back
2020-11-20 01:57:22 -03:00
Lioncash
e71d8eef5e
rasterizer_interface: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:13 -05:00
Lioncash
049b4d4427
render_base: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:12 -05:00
Lioncash
47bc37f5cf
gpu: Make use of [[nodiscard]] where applicable
2020-11-17 07:19:09 -05:00
ReinUsesLisp
bdd8e12504
maxwell_3d: Use insert instead of loop push_back
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This reduces the overhead of bounds checking on each element.
It won't reduce the cost of allocation because usually this vector's
capacity is usually large enough to hold whatever we push to it.
2020-11-11 19:52:19 -03:00
ReinUsesLisp
45cfd67ae6
maxwell_3d: Move code to separate functions
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Deduplicate some code and put it in separate functions so it's easier to
understand and profile.
2020-11-11 19:52:19 -03:00
bunnei
0b6324b3a6
video_core: dma_pusher: Remove integrity check on command lists.
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- This seems to cause softlocks in Breath of the Wild.
2020-11-07 00:08:19 -08:00
bunnei
a3ee29e9f5
Merge pull request #4891 from lioncash/clang2
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General: Fix clang build
2020-11-06 10:33:13 -08:00
bunnei
cab7ed694c
Merge pull request #4854 from ReinUsesLisp/cube-array-shadow
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shader: Partially implement texture cube array shadow
2020-11-05 16:25:00 -08:00
Lioncash
8fc37d6fca
General: Fix clang build
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Allows building on clang to work again
2020-11-05 10:07:16 -05:00
bunnei
97547d70f5
Merge pull request #4858 from lioncash/initializer
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General: Resolve a few missing initializer warnings
2020-11-04 12:10:10 -08:00
Chloe
c16acdfb9b
Merge pull request #4869 from bunnei/improve-gpu-sync
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Improvements to GPU synchronization & various refactoring
2020-11-04 18:36:55 +11:00
bunnei
9a81537447
Merge pull request #4874 from lioncash/nodiscard2
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nvdec: Make use of [[nodiscard]] where applicable
2020-11-03 16:34:07 -08:00
Lioncash
2ee59021c2
nvdec: Make use of [[nodiscard]] where applicable
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Prevents bugs from occurring where the results of a function are
accidentally discarded
2020-11-02 02:45:15 -05:00
bunnei
a4825b81ac
Merge pull request #4865 from ameerj/async-threadcount
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async_shaders: Increase Async worker thread count for >8 thread cpus
2020-11-01 01:54:01 -07:00
bunnei
af7ab45b45
video_core: dma_pusher: Add support for integrity checks.
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- Log corrupted command lists, rather than crash.
2020-11-01 01:52:38 -07:00
bunnei
69f4a66d23
video_core: dma_pusher: Add support for prefetched command lists.
2020-11-01 01:52:38 -07:00
bunnei
c112a94dfe
video_core: gpu: Implement WaitFence and IncrementSyncPoint.
2020-11-01 01:52:37 -07:00