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https://github.com/yuzu-emu/yuzu-android
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gl_device: Expose NV_vertex_buffer_unified_memory except on Turing
Expose NV_vertex_buffer_unified_memory when the driver supports it. This commit adds a function the determine if a GL_RENDERER is a Turing GPU. This is required because on Turing GPUs Nvidia's driver crashes when the buffer is marked as resident or on DeleteBuffers. Without a synchronous debug output (single threaded driver), it's likely that the driver will crash in the first blocking call.
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@ -188,16 +188,32 @@ bool IsASTCSupported() {
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return true;
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return true;
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}
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}
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/// @brief Returns true when a GL_RENDERER is a Turing GPU
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/// @param renderer GL_RENDERER string
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bool IsTuring(std::string_view renderer) {
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static constexpr std::array<std::string_view, 12> TURING_GPUS = {
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"GTX 1650", "GTX 1660", "RTX 2060", "RTX 2070",
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"RTX 2080", "TITAN RTX", "Quadro RTX 3000", "Quadro RTX 4000",
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"Quadro RTX 5000", "Quadro RTX 6000", "Quadro RTX 8000", "Tesla T4",
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};
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return std::any_of(TURING_GPUS.begin(), TURING_GPUS.end(),
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[renderer](std::string_view candidate) {
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return renderer.find(candidate) != std::string_view::npos;
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});
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}
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} // Anonymous namespace
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} // Anonymous namespace
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Device::Device()
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Device::Device()
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: max_uniform_buffers{BuildMaxUniformBuffers()}, base_bindings{BuildBaseBindings()} {
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: max_uniform_buffers{BuildMaxUniformBuffers()}, base_bindings{BuildBaseBindings()} {
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const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const std::string_view vendor = reinterpret_cast<const char*>(glGetString(GL_VENDOR));
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const std::string_view renderer = reinterpret_cast<const char*>(glGetString(GL_RENDERER));
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const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
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const std::string_view version = reinterpret_cast<const char*>(glGetString(GL_VERSION));
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const std::vector extensions = GetExtensions();
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const std::vector extensions = GetExtensions();
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const bool is_nvidia = vendor == "NVIDIA Corporation";
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const bool is_nvidia = vendor == "NVIDIA Corporation";
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const bool is_amd = vendor == "ATI Technologies Inc.";
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const bool is_amd = vendor == "ATI Technologies Inc.";
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const bool is_turing = is_nvidia && IsTuring(renderer);
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bool disable_fast_buffer_sub_data = false;
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bool disable_fast_buffer_sub_data = false;
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if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
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if (is_nvidia && version == "4.6.0 NVIDIA 443.24") {
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@ -221,8 +237,16 @@ Device::Device()
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has_variable_aoffi = TestVariableAoffi();
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has_variable_aoffi = TestVariableAoffi();
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has_component_indexing_bug = is_amd;
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has_component_indexing_bug = is_amd;
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has_precise_bug = TestPreciseBug();
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has_precise_bug = TestPreciseBug();
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
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// uniform buffers as "push constants"
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has_fast_buffer_sub_data = is_nvidia && !disable_fast_buffer_sub_data;
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// Nvidia's driver on Turing GPUs randomly crashes when the buffer is made resident, or on
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// DeleteBuffers. Disable unified memory on these devices.
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has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory && !is_turing;
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use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
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use_assembly_shaders = Settings::values.use_assembly_shaders && GLAD_GL_NV_gpu_program5 &&
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GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_compute_program5 && GLAD_GL_NV_transform_feedback &&
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GLAD_GL_NV_transform_feedback2;
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GLAD_GL_NV_transform_feedback2;
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@ -72,6 +72,10 @@ public:
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return has_texture_shadow_lod;
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return has_texture_shadow_lod;
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}
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}
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bool HasVertexBufferUnifiedMemory() const {
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return has_vertex_buffer_unified_memory;
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}
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bool HasASTC() const {
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bool HasASTC() const {
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return has_astc;
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return has_astc;
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}
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}
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@ -115,6 +119,7 @@ private:
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bool has_vertex_viewport_layer{};
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bool has_vertex_viewport_layer{};
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bool has_image_load_formatted{};
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bool has_image_load_formatted{};
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bool has_texture_shadow_lod{};
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bool has_texture_shadow_lod{};
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bool has_vertex_buffer_unified_memory{};
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bool has_astc{};
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bool has_astc{};
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bool has_variable_aoffi{};
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bool has_variable_aoffi{};
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bool has_component_indexing_bug{};
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bool has_component_indexing_bug{};
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