| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
| |
We were accidentaly creating an object in an unaligned memory address.
Fix this by manually aligning the offset.
|
|
|
|
|
|
|
| |
The "VK" prefix predates the "Vulkan" namespace. It was carried around
the codebase for consistency. "VKDevice" currently is a bad alias with
"VkDevice" (only an upcase character of difference) that can cause
confusion. Rename all instances of it.
|
|
|
|
| |
Allows sharing Vulkan wrapper code between different rendering backends.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
|
| |
Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
This reworks how host<->device synchronization works on the Vulkan
backend. Instead of "protecting" resources with a fence and signalling
these as free when the fence is known to be signalled by the host GPU,
use timeline semaphores.
Vulkan timeline semaphores allow use to work on a subset of D3D12
fences. As far as we are concerned, timeline semaphores are a value set
by the host or the device that can be waited by either of them.
Taking advantange of this, we can have a monolithically increasing
atomic value for each submission to the graphics queue. Instead of
protecting resources with a fence, we simply store the current logical
tick (the atomic value stored in CPU memory). When we want to know if a
resource is free, it can be compared to the current GPU tick.
This greatly simplifies resource management code and the free status of
resources should have less false negatives.
To workaround bugs in validation layers, when these are attached there's
a thread waiting for timeline semaphores.
|
|
|
|
|
|
|
| |
Reduces some header churn and reduces rebuilds when some header
internals change.
While we're at it we can also resolve a missing include in buffer_cache.
|
| |
|
|
|
|
| |
Add support for render targets and viewports.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
Introduce a worker thread approach for delegating Vulkan work derived
from dxvk's approach. https://github.com/doitsujin/dxvk
Now that the scheduler is what handles all Vulkan work related to
command streaming, store state tracking in itself. This way we can know
when to reupload Vulkan dynamic state to the queue (since this one is
invalidated between command buffers unlike NVN). We can also store the
renderpass state and graphics pipeline bound to avoid redundant binds
and renderpass begins/ends.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| |
Instead of passing by copy an execution context through out the whole
Vulkan call hierarchy, use a command buffer view and fence view
approach.
This internally dereferences the command buffer or fence forcing the
user to be unable to use an outdated version of it on normal usage.
It is still possible to keep store an outdated if it is casted to
VKFence& or vk::CommandBuffer.
While changing this file, add an extra parameter for Flush and Finish to
allow releasing the fence from this calls.
|
|
The scheduler abstracts command buffer and fence management with an
interface that's able to do OpenGL-like operations on Vulkan command
buffers.
It returns by value a command buffer and fence that have to be used for
subsequent operations until Flush or Finish is executed, after that the
current execution context (the pair of command buffers and fences) gets
invalidated a new one must be fetched. Thankfully validation layers will
quickly detect if this is skipped throwing an error due to modifications
to a sent command buffer.
|