early-access version 3301
This commit is contained in:
parent
987c0be419
commit
94223944e1
19 changed files with 57 additions and 36 deletions
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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 3300.
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This is the source code for early-access 3301.
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## Legal Notice
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@ -415,7 +415,7 @@ struct Values {
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// Renderer
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SwitchableSetting<RendererBackend, true> renderer_backend{
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RendererBackend::Vulkan, RendererBackend::OpenGL, RendererBackend::Null, "backend"};
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SwitchableSetting<bool> renderer_force_max_clock{true, "force_max_clock"};
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SwitchableSetting<bool> renderer_force_max_clock{false, "force_max_clock"};
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Setting<bool> renderer_debug{false, "debug"};
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Setting<bool> renderer_shader_feedback{false, "shader_feedback"};
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Setting<bool> enable_nsight_aftermath{false, "nsight_aftermath"};
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@ -292,7 +292,7 @@ IR::Program TranslateProgram(ObjectPool<IR::Inst>& inst_pool, ObjectPool<IR::Blo
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Optimization::PositionPass(env, program);
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Optimization::GlobalMemoryToStorageBufferPass(program, host_info);
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Optimization::GlobalMemoryToStorageBufferPass(program);
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Optimization::TexturePass(env, program, host_info);
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if (Settings::values.resolution_info.active) {
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@ -15,7 +15,6 @@ struct HostTranslateInfo {
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bool needs_demote_reorder{}; ///< True when the device needs DemoteToHelperInvocation reordered
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bool support_snorm_render_buffer{}; ///< True when the device supports SNORM render buffers
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bool support_viewport_index_layer{}; ///< True when the device supports gl_Layer in VS
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u32 min_ssbo_alignment{}; ///< Minimum alignment supported by the device for SSBOs
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bool support_geometry_shader_passthrough{}; ///< True when the device supports geometry
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///< passthrough shaders
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};
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@ -11,7 +11,6 @@
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#include "shader_recompiler/frontend/ir/breadth_first_search.h"
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#include "shader_recompiler/frontend/ir/ir_emitter.h"
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#include "shader_recompiler/frontend/ir/value.h"
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#include "shader_recompiler/host_translate_info.h"
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#include "shader_recompiler/ir_opt/passes.h"
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namespace Shader::Optimization {
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@ -403,7 +402,7 @@ void CollectStorageBuffers(IR::Block& block, IR::Inst& inst, StorageInfo& info)
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}
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/// Returns the offset in indices (not bytes) for an equivalent storage instruction
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer, u32 alignment) {
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IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer) {
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IR::IREmitter ir{block, IR::Block::InstructionList::s_iterator_to(inst)};
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IR::U32 offset;
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if (const std::optional<LowAddrInfo> low_addr{TrackLowAddress(&inst)}) {
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@ -416,10 +415,7 @@ IR::U32 StorageOffset(IR::Block& block, IR::Inst& inst, StorageBufferAddr buffer
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}
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// Subtract the least significant 32 bits from the guest offset. The result is the storage
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// buffer offset in bytes.
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IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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// Align the offset base to match the host alignment requirements
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low_cbuf = ir.BitwiseAnd(low_cbuf, ir.Imm32(~(alignment - 1U)));
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const IR::U32 low_cbuf{ir.GetCbuf(ir.Imm32(buffer.index), ir.Imm32(buffer.offset))};
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return ir.ISub(offset, low_cbuf);
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}
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@ -514,7 +510,7 @@ void Replace(IR::Block& block, IR::Inst& inst, const IR::U32& storage_index,
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}
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} // Anonymous namespace
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info) {
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void GlobalMemoryToStorageBufferPass(IR::Program& program) {
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StorageInfo info;
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for (IR::Block* const block : program.post_order_blocks) {
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for (IR::Inst& inst : block->Instructions()) {
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@ -538,8 +534,7 @@ void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateIn
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const IR::U32 index{IR::Value{static_cast<u32>(info.set.index_of(it))}};
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IR::Block* const block{storage_inst.block};
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IR::Inst* const inst{storage_inst.inst};
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const IR::U32 offset{
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StorageOffset(*block, *inst, storage_buffer, host_info.min_ssbo_alignment)};
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const IR::U32 offset{StorageOffset(*block, *inst, storage_buffer)};
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Replace(*block, *inst, index, offset);
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}
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}
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@ -15,7 +15,7 @@ namespace Shader::Optimization {
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void CollectShaderInfoPass(Environment& env, IR::Program& program);
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void ConstantPropagationPass(Environment& env, IR::Program& program);
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void DeadCodeEliminationPass(IR::Program& program);
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void GlobalMemoryToStorageBufferPass(IR::Program& program, const HostTranslateInfo& host_info);
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void GlobalMemoryToStorageBufferPass(IR::Program& program);
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void IdentityRemovalPass(IR::Program& program);
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void LowerFp16ToFp32(IR::Program& program);
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void LowerInt64ToInt32(IR::Program& program);
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@ -1938,21 +1938,14 @@ typename BufferCache<P>::Binding BufferCache<P>::StorageBufferBinding(GPUVAddr s
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bool is_written) const {
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const GPUVAddr gpu_addr = gpu_memory->Read<u64>(ssbo_addr);
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const u32 size = gpu_memory->Read<u32>(ssbo_addr + 8);
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const u32 alignment = runtime.GetStorageBufferAlignment();
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const GPUVAddr aligned_gpu_addr = Common::AlignDown(gpu_addr, alignment);
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const u32 aligned_size =
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Common::AlignUp(static_cast<u32>(gpu_addr - aligned_gpu_addr) + size, alignment);
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(aligned_gpu_addr);
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const std::optional<VAddr> cpu_addr = gpu_memory->GpuToCpuAddress(gpu_addr);
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if (!cpu_addr || size == 0) {
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return NULL_BINDING;
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}
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + aligned_size, Core::Memory::YUZU_PAGESIZE);
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const VAddr cpu_end = Common::AlignUp(*cpu_addr + size, Core::Memory::YUZU_PAGESIZE);
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const Binding binding{
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.cpu_addr = *cpu_addr,
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.size = is_written ? aligned_size : static_cast<u32>(cpu_end - *cpu_addr),
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.size = is_written ? size : static_cast<u32>(cpu_end - *cpu_addr),
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.buffer_id = BufferId{},
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};
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return binding;
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return device.CanReportMemoryUsage();
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}
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u32 GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetShaderStorageBufferAlignment());
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}
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private:
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static constexpr std::array PABO_LUT{
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GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV, GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV,
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@ -140,6 +140,7 @@ void RasterizerOpenGL::LoadDiskResources(u64 title_id, std::stop_token stop_load
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void RasterizerOpenGL::Clear(u32 layer_count) {
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MICROPROFILE_SCOPE(OpenGL_Clears);
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gpu_memory->FlushCaching();
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const auto& regs = maxwell3d->regs;
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bool use_color{};
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bool use_depth{};
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MICROPROFILE_SCOPE(OpenGL_Drawing);
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SCOPE_EXIT({ gpu.TickWork(); });
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gpu_memory->FlushCaching();
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query_cache.UpdateCounters();
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GraphicsPipeline* const pipeline{shader_cache.CurrentGraphicsPipeline()};
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}
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void RasterizerOpenGL::DispatchCompute() {
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gpu_memory->FlushCaching();
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ComputePipeline* const pipeline{shader_cache.CurrentComputePipeline()};
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if (!pipeline) {
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return;
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}
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bool RasterizerOpenGL::AccelerateConditionalRendering() {
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gpu_memory->FlushCaching();
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if (Settings::IsGPULevelHigh()) {
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// Reimplement Host conditional rendering.
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return false;
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@ -236,7 +236,6 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
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.needs_demote_reorder = device.IsAmd(),
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.support_snorm_render_buffer = false,
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.support_viewport_index_layer = device.HasVertexViewportLayer(),
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.min_ssbo_alignment = static_cast<u32>(device.GetShaderStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.HasGeometryShaderPassthrough(),
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} {
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if (use_asynchronous_shaders) {
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@ -99,6 +99,7 @@ RendererVulkan::RendererVulkan(Core::TelemetrySession& telemetry_session_,
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state_tracker, scheduler) {
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if (Settings::values.renderer_force_max_clock.GetValue() && device.ShouldBoostClocks()) {
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turbo_mode.emplace(instance, dld);
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scheduler.RegisterOnSubmit([this] { turbo_mode->QueueSubmitted(); });
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}
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Report();
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} catch (const vk::Exception& exception) {
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}
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RendererVulkan::~RendererVulkan() {
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scheduler.RegisterOnSubmit([] {});
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void(device.GetLogical().WaitIdle());
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}
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@ -330,10 +330,6 @@ bool BufferCacheRuntime::CanReportMemoryUsage() const {
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return device.CanReportMemoryUsage();
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}
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u32 BufferCacheRuntime::GetStorageBufferAlignment() const {
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return static_cast<u32>(device.GetStorageBufferAlignment());
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}
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void BufferCacheRuntime::Finish() {
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scheduler.Finish();
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}
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bool CanReportMemoryUsage() const;
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u32 GetStorageBufferAlignment() const;
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[[nodiscard]] StagingBufferRef UploadStagingBuffer(size_t size);
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[[nodiscard]] StagingBufferRef DownloadStagingBuffer(size_t size);
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driver_id == VK_DRIVER_ID_AMD_PROPRIETARY || driver_id == VK_DRIVER_ID_AMD_OPEN_SOURCE,
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.support_snorm_render_buffer = true,
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.support_viewport_index_layer = device.IsExtShaderViewportIndexLayerSupported(),
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.min_ssbo_alignment = static_cast<u32>(device.GetStorageBufferAlignment()),
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.support_geometry_shader_passthrough = device.IsNvGeometryShaderPassthroughSupported(),
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};
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MICROPROFILE_SCOPE(Vulkan_Clearing);
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FlushWork();
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gpu_memory->FlushCaching();
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query_cache.UpdateCounters();
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}
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bool RasterizerVulkan::AccelerateConditionalRendering() {
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gpu_memory->FlushCaching();
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if (Settings::IsGPULevelHigh()) {
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// TODO(Blinkhawk): Reimplement Host conditional rendering.
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return false;
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@ -213,6 +213,11 @@ void Scheduler::SubmitExecution(VkSemaphore signal_semaphore, VkSemaphore wait_s
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.signalSemaphoreCount = num_signal_semaphores,
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.pSignalSemaphores = signal_semaphores.data(),
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};
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if (on_submit) {
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on_submit();
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}
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switch (const VkResult result = device.GetGraphicsQueue().Submit(submit_info)) {
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case VK_SUCCESS:
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break;
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@ -5,6 +5,7 @@
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#include <condition_variable>
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#include <cstddef>
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#include <functional>
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#include <memory>
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#include <thread>
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#include <utility>
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query_cache = &query_cache_;
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}
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// Registers a callback to perform on queue submission.
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void RegisterOnSubmit(std::function<void()>&& func) {
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on_submit = std::move(func);
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}
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/// Send work to a separate thread.
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template <typename T>
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void Record(T&& command) {
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vk::CommandBuffer current_cmdbuf;
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std::unique_ptr<CommandChunk> chunk;
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std::function<void()> on_submit;
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State state;
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@ -14,11 +14,21 @@ using namespace Common::Literals;
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TurboMode::TurboMode(const vk::Instance& instance, const vk::InstanceDispatch& dld)
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: m_device{CreateDevice(instance, dld, VK_NULL_HANDLE)}, m_allocator{m_device, false} {
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{
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std::scoped_lock lk{m_submission_lock};
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m_submission_time = std::chrono::steady_clock::now();
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}
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m_thread = std::jthread([&](auto stop_token) { Run(stop_token); });
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}
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TurboMode::~TurboMode() = default;
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void TurboMode::QueueSubmitted() {
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std::scoped_lock lk{m_submission_lock};
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m_submission_time = std::chrono::steady_clock::now();
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m_submission_cv.notify_one();
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}
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void TurboMode::Run(std::stop_token stop_token) {
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auto& dld = m_device.GetLogical();
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// Wait for completion.
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fence.Wait();
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// Wait for the next graphics queue submission if necessary.
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std::unique_lock lk{m_submission_lock};
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Common::CondvarWait(m_submission_cv, lk, stop_token, [this] {
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return (std::chrono::steady_clock::now() - m_submission_time) <=
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std::chrono::milliseconds{100};
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});
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}
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}
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#pragma once
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#include <chrono>
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#include <mutex>
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#include "common/polyfill_thread.h"
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#include "video_core/vulkan_common/vulkan_device.h"
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#include "video_core/vulkan_common/vulkan_memory_allocator.h"
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explicit TurboMode(const vk::Instance& instance, const vk::InstanceDispatch& dld);
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~TurboMode();
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void QueueSubmitted();
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private:
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void Run(std::stop_token stop_token);
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Device m_device;
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MemoryAllocator m_allocator;
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std::mutex m_submission_lock;
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std::condition_variable_any m_submission_cv;
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std::chrono::time_point<std::chrono::steady_clock> m_submission_time{};
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std::jthread m_thread;
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};
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