| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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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.
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Cleans out the rest of the occurrences of variable shadowing and makes
any further occurrences of shadowing compiler errors.
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Same behavior, but constructs the threads in place instead of moving
them.
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This is equivalent to moving all the contents and then clearing the
vector. This avoids a redundant allocation.
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Same behavior, but avoids redundant copies.
While we're at it, we can simplify the pushing of the parameters into
the pending queue.
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Adds 1 async worker thread for every 2 available threads above 8
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While we're at it, we can also mark them as nodiscard.
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vulkan_renderer: Async shader/graphics pipeline compilation
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Addressing feedback from Rodrigo
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Co-authored-by: Morph <39850852+Morph1984@users.noreply.github.com>
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Prevents pessimization of the move constructor (which thankfully didn't
actually happen in practice here, given std::thread isn't copyable).
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