Fixes a regression unintentionally introduced by the garbage collector.
This makes regular memory downloads only flush the requested sizes.
This negatively affected Koei Tecmo games.
Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc
user-literals within literals.h.
To keep the global namespace clean, users will have to use:
```
using namespace Common::Literals;
```
to access these literals.
* Wrong alignment in u64 LOG_DEBUG -> memcpy.
* Huge shift exponent in stride calculation for linear buffer, unused result -> skipped.
* Large shift in buffer cache if word = 0, skip checking for set bits.
Non of those were critical, so this should not change any behavior.
At least with the assumption, that the last one used masking behavior, which always yield continuous_bits = 0.
Some games benefit from skipping caches (Pokémon Sword), and others
don't (Animal Crossing: New Horizons). Add an heuristic to decide this
at runtime.
The cache hit ratio has to be ~98% or better to not skip the cache.
There are 16 frames of buffer.
Bind extra bytes beyond the guest API's bound range.
This is due to some games like Astral Chain operating out of bounds.
Binding the whole map range would be technically correct, but games
have large maps that make this approach unaffordable for now.
Detect when a memory region has been joined several times and increase
the size of the created buffer on those instances. The buffer is assumed
to be a "stream buffer", increasing its size should stop us from
constantly recreating it and fragmenting memory.
Ports from OpenGL the optimization to skip small 3D uniform buffer
uploads. This will take advantage of the previously introduced stream
buffer.
Fixes instances where the staging buffer offset was being ignored.
This uses a ring buffer similar to OpenGL's stream buffer for small
uploads. This stops us from allocating several small buffers, reducing
memory fragmentation and cache locality.
It uses dedicated allocations when possible.
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.
Some games usually write memory pages currently used by the GPU, causing
rendering issues (e.g. flashing geometry and shadows on Link's
Awakening). To workaround this issue, Guest CPU writes are delayed until
the command buffer finishes processing, but the pages are updated
immediately.
The overall behavior is:
- CPU writes are cached until they are flushed, they update the page
state, but don't change the modification state. Cached writes stop
pages from being flushed, in case games have meaningful data in it.
- Command processing writes (e.g. push constants) update the page state
and are marked to the command processor as dirty. They don't remove
the state of cached writes.
It keeps track of the modified CPU and GPU ranges on a CPU page
granularity, notifying the given rasterizer about state changes
in the tracking behavior of the buffer.
Use a small vector optimization to store buffers smaller than 256 KiB
locally instead of using free store memory allocations.
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.
Now that the GPU is initialized when video backends are initialized,
it's no longer needed to query components once the game is running: it
can be done when yuzu is booting.
This allows us to pass components between constructors and in the
process remove all Core::System references in the video backend.
We can make use of emplace()'s return value to determine whether or not
we need to perform an increment.
emplace() performs no insertion if an element already exist, so this can
eliminate a find() call.