lynxnb
38129d9dc3
Mark some strings as non-translatable
2022-11-23 19:49:42 +05:30
lynxnb
ee8c055641
Make GpuDriverInstallResult
PascalCase
2022-11-23 19:49:42 +05:30
Billy Laws
7f1667de82
Avoid using trapping for frequently trapped shaders
...
Fall back to hashing for every shader access as that ends up being faster than applying traps for every execution.
2022-11-19 12:49:05 +00:00
Billy Laws
06095918a9
Introduce per-channel sequence number for invalidation tracking
...
For cases like shaders, which may be uploaded through I2M (which no longer causes an execution) we need a way to cause an invalidation on all writes
2022-11-19 12:49:05 +00:00
Billy Laws
97e3f7fd34
Increase max swapchain image count
2022-11-19 12:49:05 +00:00
Billy Laws
c49119f5ef
Fixup depth bounds register arguments
2022-11-19 12:49:05 +00:00
Billy Laws
db3c5c33c4
Clamp depth bounds into 0-1 range
2022-11-19 12:49:05 +00:00
Billy Laws
e1bbd521d9
Fix potential circular queue submission race
...
If a producer thread was waiting for the queue to have free space and the consumer thread hadn't yet acquired the production mutex a deadlock could occur
2022-11-19 12:49:05 +00:00
Billy Laws
13baf2312f
Add a workaround for sampling BGRA textures with a swizzle
2022-11-19 12:49:05 +00:00
Billy Laws
13a96c5aba
Implement a helper shader for partial clears
...
These are not natively supported by Vulkan, so use a helper shader and colorWriteMask for the same behaviour.
2022-11-19 12:49:05 +00:00
Billy Laws
ac0e225114
Use vkCmdBlit for texture copies when formats dont match
2022-11-19 12:49:05 +00:00
Billy Laws
c8fc8f84ec
Fallback to RGBA888 for unsupported swapchain formats as opposed to swizzle
2022-11-19 12:49:05 +00:00
Billy Laws
e0bc0d3a97
Avoid megabuffering buffers larger than the chunk size
2022-11-19 12:49:05 +00:00
Billy Laws
b6f49884b3
Use lower_bound to speedup texture hostMapping lookup
2022-11-19 12:49:05 +00:00
Billy Laws
e7fda28ac6
Skip over textures in cache which have been replaced with a layer/mip match
2022-11-19 12:49:05 +00:00
Billy Laws
88cc696c7f
Only use 2D array depth targets when depth > 1
2022-11-19 12:49:05 +00:00
Billy Laws
7fed971b2d
Take firstIndex into account when calculating index (quad) buffer size
...
Without this we would miss any elements beyond indexCount in the index buffer and they would be filled with random garbage causing vertex bombs
2022-11-19 12:49:05 +00:00
Billy Laws
1f9de17e98
Begin command buffers asynchronously in command executor
...
vkBeginCommandBuffer can take quite some time on adreno, move it to the cycle waiter thread where it won't block GPFIFO.
2022-11-19 12:49:05 +00:00
Billy Laws
4b3e906c22
Update cached buffer execution number when megabuffering
2022-11-19 12:49:05 +00:00
Billy Laws
3ae1e78544
Match mip layers and array layers in texture manager
2022-11-19 12:49:05 +00:00
Billy Laws
d502adb309
Avoid WRW hazard in subpass deps
2022-11-19 12:49:05 +00:00
Billy Laws
e9313cc291
Use view layer count over texture for attachments
2022-11-19 12:49:05 +00:00
Billy Laws
e65ca52d91
Avoid potential buffer copy race
2022-11-19 12:49:05 +00:00
Dima
720cfaafb6
Stub caps:su
2022-11-18 15:35:03 +00:00
Dima
74afca4aab
Stub caps:u
2022-11-18 15:35:03 +00:00
Dima
27ff1ae19b
Stub caps:c
2022-11-18 15:35:03 +00:00
Dima
ffb0546609
Stub caps:a
2022-11-18 15:35:03 +00:00
Dima
1c8736cb56
Stub IsLargeResourceAvailable
2022-11-18 12:52:25 +00:00
Dima
dcd9e4ff61
Stub SetIdleTimeDetectionExtension, SetAlbumImageTakenNotificationEnabled
2022-11-18 12:52:25 +00:00
Dima
60843269de
Stub GetBlockedUserListIds and UpdateUserPresence
2022-11-18 12:52:25 +00:00
Dima
2cdfc7640c
Stub GetPreviousProgramIndex
2022-11-18 12:52:25 +00:00
Dima
360306eb61
Stub GetAddOnContentListChangedEventWithProcessId
2022-11-18 12:52:25 +00:00
Dima
3d475ca122
Stub GetAccountId
2022-11-18 12:52:25 +00:00
Dima
0b452fe36b
Stub GetFriendList
2022-11-18 12:52:25 +00:00
Dima
cc37d2231d
Stub CheckFreeCommunicationPermission and IsFreeCommunicationAvailable
2022-11-18 12:52:25 +00:00
Dima
ec81c97fa9
Stub TryPopFromFriendInvitationStorageChannel
2022-11-18 12:52:25 +00:00
Dima
413f162cf2
Stub some account functions
2022-11-18 12:52:25 +00:00
lynxnb
b209ae8e90
Account for stick flat area when retrieving axes value from a MotionEvent
2022-11-17 21:54:15 +01:00
lynxnb
c966220bab
Zero-initialize axes history instead of using null values
...
Use zero initialization for axes history instead of using null values. Fixes the first axis event after launching a game being completely ignored.
2022-11-17 21:54:15 +01:00
lynxnb
3a657c44cc
Don't ignore HAT axes input events
...
Capture HAT axes events ourselves instead of relying on the android framework to turn them into KeyCodes. Fixes handling of DPAD button presses on most controllers.
2022-11-17 21:54:15 +01:00
lynxnb
f1ec771944
Fix inverted axis polarity
...
In the case of axis value being zero, polarity would favor one side of the stick resulting in invalid values. Fix that by taking into account axis history when calculating polarity.
2022-11-17 21:54:15 +01:00
lynxnb
675e8dbb2e
Move input handling code to a dedicated class
2022-11-17 21:54:15 +01:00
lybxlpsv
18861d73a3
Set systemUiVisibility during onResume for A11
2022-11-17 14:04:57 +01:00
Dima
262ee28611
Stub some bsd functions
...
Co-authored-by: Lunar-Pixel <83507264+Lunar-Pixel@users.noreply.github.com>
2022-11-15 16:24:33 +00:00
Dima
9afa8b881e
Stub nsd:u/nsd:a and sfdnsres services
2022-11-15 16:24:33 +00:00
Billy Laws
01e27bd2dd
Implement ldr:ro LoadModule
2022-11-15 16:23:40 +00:00
Billy Laws
e571066409
Stub ldr:ro IRoInterface
...
Some games initialise this service on startup however don't actually use it. Add a simple stub to allow such games to boot.
2022-11-15 16:23:40 +00:00
Billy Laws
1fc2641746
Stub the web applet
2022-11-13 11:37:18 +00:00
Billy Laws
021f82ef08
Stub ListOpenContextStoredUsers
2022-11-13 11:35:40 +00:00
Billy Laws
e7bab27d85
Fixup nvdrv channel private memory allocation
...
This was incorrectly allocated in words, rather than bytes, meaning that guest allocations could overwrite the private memory and break inline syncpt operations
2022-11-13 11:35:40 +00:00
Billy Laws
8b523fa1f0
Avoid inline syncpt increments sending OOB GpEntries
...
In cases where no wfi is required, the space where the WFI commands would go needs to be zeroed out to avoid the GPU reading uninitialised memory.
2022-11-13 11:35:40 +00:00
Billy Laws
cd0b2636e5
Prevent truncation of big page start in GetVaRegions
2022-11-13 11:35:40 +00:00
Billy Laws
f650f32bf0
Avoid duplicating NvDrv buffer unmap code
2022-11-13 11:35:40 +00:00
Billy Laws
001064b7bf
Fix GraphicsBufferProducer recreation
...
We need to use a shared_ptr to ensure that the present callback doesn't do any UAFs, also unlocks the GBP during presentation as if the queue is full a deadlock could a rise where the present callback wouldn't be able to run due to the (waiting) DequeueBuffer thread holding the lock.
2022-11-13 11:35:40 +00:00
Billy Laws
29e89a3950
Fix crashes when opening non-existent directories
2022-11-13 11:35:40 +00:00
Billy Laws
ec139b3027
Fixup CancelBuffer fence handling
2022-11-13 11:35:40 +00:00
Billy Laws
7f24c7b857
Store KMemory object ptrs in memory class to avoid linear-time unmap
...
This is quite a horrible solution but fixing it properly would require a whole rewrite of how we handle memory.
2022-11-13 11:35:15 +00:00
lynxnb
cc71e7b56c
Run emulation in a separate process
...
Exiting from emulation has always been a big issue for Skyline, with guest and host threads that would keep running in the background unless the app was manually killed. Running emulation in a separate process allows us to kill it when we are done, avoiding the need for complex exiting management code.
2022-11-11 11:49:33 +00:00
lynxnb
281562ccdb
Fix FABs ripple effect in OnScreenEditActivity
2022-11-09 23:07:23 +05:30
lynxnb
56f6f8a362
Reword the unsupported gpu drivers message
...
The old message was being misinterpreted as if the device's gpu was not supported by the emulator. Reword that message to explicitly mention custom drivers.
2022-11-09 23:07:23 +05:30
lynxnb
e2a5da1d67
Fix AppDialog
layout
...
* Add a drag indicator at the top
* Fix flex layout wrapping when buttons didn't fit on a single line
* Fix BottomSheetDialog peek height too small on landscape orientation
* General cleanup of the layout
2022-11-09 23:07:23 +05:30
lynxnb
4146261069
Create a unified style for section titles
2022-11-09 23:07:23 +05:30
lynxnb
86364a84a2
Allow content to be drawn behind the navigation bar
2022-11-09 23:07:23 +05:30
lynxnb
6a6e89f070
Make BottomSheetDialog
go fullscreen when fully expanded
2022-11-09 23:07:23 +05:30
lynxnb
f93d3b78d3
Add a drag indicator element at the top of LicenceDialog
...
A new `DragIndicatorView` had been introduced, which draws a small drag handle element. When used inside a `BottomSheetDialog`, this view will add a callback for hiding the indicator when the dialog is fully expanded.
2022-11-09 23:07:23 +05:30
lynxnb
6848e69638
Improve design consistency across the app
...
Game images, buttons and dialogs now have a consistent corner radius, across all game list layouts.
2022-11-09 23:07:23 +05:30
lynxnb
f63fdf26c9
Partially revert 'Make all Dialog
s use @color/backgroundColor
as the background color'
...
This partially reverts commit 36a1f2a2ec
.
2022-11-09 23:07:23 +05:30
lynxnb
dec04db647
AppListItem
misc tweaks
...
* Restore text marquee on all layouts
* Text size and color tweaks
* List layout image has round corners
* Clean up unneeded attributes
2022-11-09 23:07:23 +05:30
lynxnb
5c76a57e6e
Use NestedScrollView
for licence dialogs and minor layout tweaks
2022-11-09 23:07:23 +05:30
Billy Laws
388245789f
Restructure ConditionalVariableSignal to avoid potential deadlock
...
Since InsertThread can block for paused threads, we need to ensure we unlock syncWaiterMutex when calling it.
2022-11-09 23:02:26 +05:30
PixelyIon
f4a8328cef
Implement Symbol Hooking
...
Symbol hooking is required for HLE implementations of certain features in the future such as `nvdec` and for more in-depth debugging of games as we can inspect them on a SDK function level which allows us to debug issues far more easily.
2022-11-07 23:56:22 +05:30
PixelyIon
8892eb08e6
Fix MoveRegister
to clear when value is 0
...
The register wouldn't be cleared with a `MOVZ` when a value was zero due to the condition for writing an instruction requiring the `offsetValue` to be non-zero.
2022-11-07 23:56:22 +05:30
Billy Laws
f7ab3abb86
Allow load balancing when waiting on condvars
2022-11-06 20:47:26 +00:00
german77
b6e2fb894c
service: bcat: Stub CreateDeliveryCacheStorageService
2022-11-06 20:39:41 +00:00
Billy Laws
80b65d5094
Update XDR names
2022-11-03 22:53:01 +00:00
Billy Laws
026bb04386
Impl some more texture formats
2022-11-02 17:46:07 +00:00
Billy Laws
133f08ed14
Stash new register value before executing deferred draws/updates
...
Since the register writes technically happen after the draw, issues can occur if they happen before: e.g. skyrim updates ctSelect and disables all RTs after a draw, but this would happen before it previously and crash the driver.
2022-11-02 17:46:07 +00:00
Billy Laws
c50852e546
Implement the draw(...)BeginEnd Maxwell3D draw registers
...
Used by guest Vulkan games and nouveau.
2022-11-02 17:46:07 +00:00
Billy Laws
270ef3e0d2
Implement GPFIFO semaphore acquire operations
2022-11-02 17:46:07 +00:00
Billy Laws
2ce146e28f
Don't crash on the Grp0SetSubDevMask TertOp
...
Used by Vulkan games to set the SLI mask, not applicable to the switch.
2022-11-02 17:46:07 +00:00
Billy Laws
1d83dadefb
Drop size restruction bypass for frequently synced buffers
...
In cases where large buffers are updated every draw this could seriously increase memory usage beyond 3GB in the megabuffer.
2022-11-02 17:46:07 +00:00
Billy Laws
1088ed514c
Introduce texture usage system to ensure RPs are split when necessary
...
Vulkan doesn't allow sampling a texture and using it as an RT in the same RP, by tracking the texture usage status and splitting RPs when this occurs we can avoid such potential sync errors.
2022-11-02 17:46:07 +00:00
Billy Laws
2dd4698441
Adjust texture matching hacks
2022-11-02 17:46:07 +00:00
Billy Laws
4f5c9047ef
Add some additional texture formats used by Vulkan games
2022-11-02 17:46:07 +00:00
Billy Laws
6a830dfac5
Use shader-compiler side {S,U}Scaled format emulation
2022-11-02 17:46:07 +00:00
Billy Laws
579fd04117
Fixup ReadTextureType shader compiler callback
2022-11-02 17:46:07 +00:00
Billy Laws
b04d18eba5
Add support for split mappings to I2M uploads
...
Used by Super Mario Sunshine and other Vulkan games.
2022-11-02 17:46:07 +00:00
Billy Laws
db5e208379
Clear images even when aspects mismatch
2022-11-02 17:46:07 +00:00
Billy Laws
3c8df327f1
Fixup subpass barriers and flags
2022-11-02 17:46:07 +00:00
Billy Laws
5ab80901c6
Drop some debug code
2022-11-02 17:46:07 +00:00
Billy Laws
4de89c8839
GPU NEW MARGEBAC
2022-11-02 17:46:07 +00:00
Billy Laws
7670c83405
Ensure textures are clean before paging them out
2022-11-02 17:46:07 +00:00
Billy Laws
1a2351386d
Add u64 iova ctor
2022-11-02 17:46:07 +00:00
Billy Laws
93d43e0115
Fully fill in swizzle component mappings
...
Avoids the rest being default initialised to identity, which would break the intended effect of them.
2022-11-02 17:46:07 +00:00
Billy Laws
37ff0ab814
Add buffer manager support for accelerated copies
...
These will be sequenced on the GPU/CPU depending on what's optimal and avoid any serialisation
2022-11-02 17:46:07 +00:00
Billy Laws
cac287d9fd
Implement accelerated uploads/copies through buffer manager
...
Previously, both I2M uploads and DMA copies would force GPU serialisation if they happened to hit a trap or were used to copy GPU dirty buffers. By using the buffer manager to implement them on the host GPU we can avoid such slowdowns entiely.
2022-11-02 17:46:07 +00:00
Billy Laws
c5ec484d9a
Avoid redundantly passing executor in ctors when it's already in ChannelCtx
2022-11-02 17:46:07 +00:00
Billy Laws
463394ba72
Pass correct size for XFB buffers
2022-11-02 17:46:07 +00:00
Billy Laws
bd976676f4
Fix SNorm vertex formats
2022-11-02 17:46:07 +00:00
Billy Laws
b74098570f
Zero-out unused XFB varyings before passing to hades
2022-11-02 17:46:07 +00:00
Billy Laws
22f3ba6b93
Mark XFB buffers as GPU dirty
2022-11-02 17:46:07 +00:00
Billy Laws
26aeeaecf5
Add constant buffer GPU write pipeline barrier
2022-11-02 17:46:07 +00:00
Billy Laws
0b5d9308c4
Be more careful about potentially-unneeded GPU->CPU syncs
...
These can be especially expensive so should be avoided as much as possible.
2022-11-02 17:46:07 +00:00
Billy Laws
e6530e2386
Delete graphics_context
...
F
2022-11-02 17:46:07 +00:00
Billy Laws
ac2e6c125b
Switch to Roboto for Korean font
2022-11-02 17:46:07 +00:00
Billy Laws
b24a8465da
Don't require depthClamp
2022-11-02 17:46:07 +00:00
Billy Laws
9055c98e09
Only enable debug/verbose logs in (rel)debug builds
2022-11-02 17:46:07 +00:00
Billy Laws
0ebdbcf0ff
Don't lock stateMutex when updating buffer cycle
2022-11-02 17:46:07 +00:00
Billy Laws
dd360b8f75
Pass correct wait semaphore array size to queue submit
2022-11-02 17:46:07 +00:00
Billy Laws
c78a4b9699
Fixup buffer recreation to avoid deadlock when waiting on srcs
2022-11-02 17:46:07 +00:00
Billy Laws
d236bfe454
Enable depthClamp VK device feature
2022-11-02 17:46:07 +00:00
Billy Laws
95d849e1f6
Check FenceCycle signalled flag immediately before waiting
...
The lock release within the wait for submission means that another thread could end up signalling the cycle and then the VK wait still happen after when the lock has been reacquired.
2022-11-02 17:46:07 +00:00
Billy Laws
1a23b929a7
Avoid chaining cycles in buffer recreation
...
This had a chance of creating circular chains which obviously caused issues, just do a wait instead for now.
2022-11-02 17:46:07 +00:00
Billy Laws
6c0f084aae
Introduce hack to ignore frequently read-back textures
...
Readback can be especially slow on mobile due to the varying load pattern it creates which often prevents the CPU/GPU from clocking up. Since some games perform texture readback but don't actually use it for anything significant implement a hack to skip it and significantly improve performance in such cases.
2022-11-02 17:46:07 +00:00
Billy Laws
e45e7546c8
Redesign buffer megabuffering
...
Due to the frequency at which is is called megabuffering performance is critical to the performance of the entire emulator, especially in high-drawcall-count scenarios. After the view redesign, megabuffering on a per-view level was no longer possible nor desirable, and thus megabuffering was modified to just copy for every usage of a view. This worked great at the time since there were other bottlenecks, however gpu-new has since removed almost all of them and megabuffering is now a major sore point. Fix this by megabuffering small chunks and storing them in a page-table like structure within the buffer, these chunks can be referenced by multiple views and will be smartly invalidated whenever the sequence number or execution number changes to avoid any sequencing issues. In addition to this, to help the case where almost the whole buffer is read every single frame across a set of multiple views, an optimisation to skip the chunked tracking and use one large single megabuffer allocation and one single memcpy has been introduced. This reduces the overall amount of time spent in memcpy since large memcpys are quicker.
2022-11-02 17:46:07 +00:00
Billy Laws
7ea9aa52f5
Speed up reported guest GPU time
...
Avoids triggering DRS in games in cases where it wouldn't actually benefit anything due to being CPU bottlenecked.
2022-11-02 17:46:07 +00:00
Billy Laws
31c2fb7d7a
Fixup IDirectory read
2022-11-02 17:46:07 +00:00
Billy Laws
7491178a9e
Pass base array layer to texture views
2022-11-02 17:46:07 +00:00
Billy Laws
ff57d2fbbf
Enforce stronger format and weaker dimension texture compat checks
...
Rather than using just bpb for format compat, additionally check that the exact component bit layout matches since many games end up reusing RTs for unrelated textures. The texture size requirements have also been weaked to only check the resulting layer size as opposed to width/height - this is somewhat hacky but it gets around the problem of blocklinear alignment.
2022-11-02 17:46:07 +00:00
Billy Laws
14af383238
Only allow submitting swapchainImageCount
images for host present at a time
...
Prevents situations where nothing would otherwise be waiting on the GPU and since presentation no longer blocks too many images would be submitted for presentation.
2022-11-02 17:46:07 +00:00
Billy Laws
bcd96ac77d
Fixup A8R8G8B8 TIC format mapping
...
8-bit formats are inverted in TICs compared to Vulkan
2022-11-02 17:46:07 +00:00
Billy Laws
90466b8830
Implement depth clamp rasterisation state
...
Used in SMO for shadows.
2022-11-02 17:46:07 +00:00
Billy Laws
1cfc4278f9
Disable preserve buffer/texture attachment opt for now
...
Causes several issues and crashes in Pokemon without an obvious cause.
2022-11-02 17:46:07 +00:00
Billy Laws
e483cf9634
Use shader memory mirror when reading guest shaders
...
Avoids triggering any traps that may be present on the region
2022-11-02 17:46:07 +00:00
Billy Laws
f6e4328b5a
Ensure blit src/dst textures are attached as execution cycle dependencies
...
Since they're not in the TIC pool they would otherwise be freed
2022-11-02 17:46:07 +00:00
Billy Laws
77a131df60
Support using in-app renderdoc API to capture individual executions
2022-11-02 17:46:07 +00:00
Billy Laws
576bc6f37e
Add CommandExecutor slot count setting
2022-11-02 17:46:07 +00:00
Billy Laws
1a0819fb76
Use semaphores for presentation engine frame synchronisation
...
Avoids waits on the CPU which can be costly and confuse the scheduler, also reduces latency significantly.
2022-11-02 17:46:07 +00:00
Billy Laws
0670e0e0dc
Support using Vulkan semaphores with fence cycles
...
In some cases like presentation, it may be possible to avoid waiting on the CPU by using a semaphore to indicate GPU completion. Due to the binary nature of Vulkan semaphores this requires a fair bit of code as we need to ensure semaphores are always unsignalled before they are waited on and signalled again. This is achieved with a special kind of chained cycle that can be added even after guest GPFIFO processing for a given cycle, the main cycle's semaphore can be waited and then the cycle for the wait attached to the main cycle and it will be waited on before signalling.
2022-11-02 17:46:07 +00:00
Billy Laws
5b72be88c3
Stub ldn:u service
2022-11-02 17:46:07 +00:00
Billy Laws
77d76ed05a
Batch contiguous GMMU ranges into one
2022-11-02 17:46:07 +00:00
Billy Laws
e52dbf202f
Pass more Maxwell3D registers into interconnect
2022-11-02 17:46:07 +00:00
Billy Laws
83c7ed314e
Setup KThread pthread handle in StartThread
...
Avoids a race with starting the thread and the handle not being set yet
2022-11-02 17:46:07 +00:00
Billy Laws
9784ae23e9
Skip checking affinity before taking load-balance WaitScheduler path
...
The affinity mask may be set after the wait has began
2022-11-02 17:46:07 +00:00
Billy Laws
ad3195e06f
Split out guest texture layer size calcs into a seperate func
2022-11-02 17:46:07 +00:00
Billy Laws
8fa83fdf13
Fix deswizzling non-pow2 block size formats
...
We need to use DivideCeil to avoid rounding off part of the texture.
Fixes texture in Nier Automata: Game of the YoRHa edition.
2022-11-02 17:46:07 +00:00
Billy Laws
27de42f8df
Use surfaceClip as a hint for the underlying rendertarget size
...
TIC sizes may not be aligned to block linear dimensions whereas RT sizes are and then limited by the surface clip. By using this to determine surface size we are more likely to get a match in texture manager for any future usages.
2022-11-02 17:46:07 +00:00
Billy Laws
297597f697
Fix texture manager depth compat comparison
2022-11-02 17:46:07 +00:00
Billy Laws
500f817a28
Synchronize all non-matching textures back to host before recreation
2022-11-02 17:46:07 +00:00
Billy Laws
05581f2230
Remove now redundant buffer/texture/megabuffer manager locks
...
They have been superseeded by the global channel lock
2022-11-02 17:46:07 +00:00
Billy Laws
f5a141a621
Add dirty resource operator*
2022-11-02 17:46:07 +00:00
Billy Laws
b72720e8db
Finish off transform feedback implementation
2022-11-02 17:46:07 +00:00
Billy Laws
36fd885b49
Pack all draw state into a struct to avoid std::function allocations
2022-11-02 17:46:07 +00:00
Billy Laws
b5d0060c3f
Only use scissor for clear rect when enabled
2022-11-02 17:46:07 +00:00
Billy Laws
f93df35e6c
Only set line width when wideLines feature is supported
2022-11-02 17:46:07 +00:00
Billy Laws
4cebdfc8d3
Pass texture and cbuf state into pipeline manager for hades callbacks
2022-11-02 17:46:07 +00:00
Billy Laws
9ce848d4e0
Implement descriptor update batching and push descriptors
...
Batching helps to avoid the need to attach so many objects to the fence cycle, which ends up taking a fair bit of time due to the allocation required.
2022-11-02 17:46:07 +00:00
Billy Laws
62a165b51e
Reformat maxwell3d interconnect codebase
2022-11-02 17:46:07 +00:00
Billy Laws
3766be59e7
Zero out vertex attribute state when disabled to avoid creating redundant pipelines
2022-11-02 17:46:07 +00:00
Billy Laws
751e3356e1
Keep shader trap lock held for the duration of an execution
...
Avoids constant relocking on the GPFIFO thread (~0.5% of total time)
2022-11-02 17:46:07 +00:00