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<title>yuzu/src/video_core/buffer_cache/buffer_block.h, branch main</title>
<subtitle>Nintendo Switch emulator</subtitle>
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<entry>
<title>video_core: Reimplement the buffer cache</title>
<updated>2021-02-13T05:17:22+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2021-01-16T23:48:58+00:00</published>
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<id>82c2601555b59a94d7160f2fd686cb63d32dd423</id>
<content type='text'>
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.
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<pre>
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.
</pre>
</div>
</content>
</entry>
<entry>
<title>buffer_block: Mark interface as nodiscard where applicable</title>
<updated>2020-12-07T06:53:40+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T06:53:37+00:00</published>
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<id>5d2f18fbcdca61b3bf140e92bf1c7d5b163aa580</id>
<content type='text'>
Prevents logic errors from occurring from unused values.
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<pre>
Prevents logic errors from occurring from unused values.
</pre>
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</content>
</entry>
<entry>
<title>buffer_block: Remove unnecessary includes</title>
<updated>2020-12-07T06:52:16+00:00</updated>
<author>
<name>Lioncash</name>
<email>mathew1800@gmail.com</email>
</author>
<published>2020-12-07T06:52:13+00:00</published>
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<id>3954f14c6d7043804a85f2cbbad1b7e335162276</id>
<content type='text'>
Reduces the amount of dependencies the header pulls in.
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Reduces the amount of dependencies the header pulls in.
</pre>
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</content>
</entry>
<entry>
<title>buffer_cache: Avoid passing references of shared pointers and misc style changes</title>
<updated>2020-06-09T21:30:49+00:00</updated>
<author>
<name>ReinUsesLisp</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2020-06-09T21:27:59+00:00</published>
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<id>6508cdd00351e51c7d5867c00da60781c133ade8</id>
<content type='text'>
Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.

While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
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<pre>
Instead of using as template argument a shared pointer, use the
underlying type and manage shared pointers explicitly. This can make
removing shared pointers from the cache more easy.

While we are at it, make some misc style changes and general
improvements (like insert_or_assign instead of operator[] + operator=).
</pre>
</div>
</content>
</entry>
<entry>
<title>Buffer Cache: Use vAddr instead of physical memory.</title>
<updated>2020-04-06T13:23:06+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2020-04-05T21:23:49+00:00</published>
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<pre>
</pre>
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</entry>
<entry>
<title>video_core: Silent miscellaneous warnings  (#2820)</title>
<updated>2019-08-30T18:08:00+00:00</updated>
<author>
<name>Rodrigo Locatti</name>
<email>reinuseslisp@airmail.cc</email>
</author>
<published>2019-08-30T18:08:00+00:00</published>
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<id>4d4f9cc104c9440de36e3ff3f6b374acd8074885</id>
<content type='text'>
* texture_cache/surface_params: Remove unused local variable

* rasterizer_interface: Add missing documentation commentary

* maxwell_dma: Remove unused rasterizer reference

* video_core/gpu: Sort member declaration order to silent -Wreorder warning

* fermi_2d: Remove unused MemoryManager reference

* video_core: Silent unused variable warnings

* buffer_cache: Silent -Wreorder warnings

* kepler_memory: Remove unused MemoryManager reference

* gl_texture_cache: Add missing override

* buffer_cache: Add missing include

* shader/decode: Remove unused variables
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* texture_cache/surface_params: Remove unused local variable

* rasterizer_interface: Add missing documentation commentary

* maxwell_dma: Remove unused rasterizer reference

* video_core/gpu: Sort member declaration order to silent -Wreorder warning

* fermi_2d: Remove unused MemoryManager reference

* video_core: Silent unused variable warnings

* buffer_cache: Silent -Wreorder warnings

* kepler_memory: Remove unused MemoryManager reference

* gl_texture_cache: Add missing override

* buffer_cache: Add missing include

* shader/decode: Remove unused variables
</pre>
</div>
</content>
</entry>
<entry>
<title>Buffer Cache: Adress Feedback.</title>
<updated>2019-08-21T16:14:27+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-08-10T16:50:38+00:00</published>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Video_Core: Implement a new Buffer Cache</title>
<updated>2019-08-21T16:14:22+00:00</updated>
<author>
<name>Fernando Sahmkow</name>
<email>fsahmkow27@gmail.com</email>
</author>
<published>2019-07-19T14:50:40+00:00</published>
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