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path: root/src/video_core/renderer_opengl/gl_query_cache.h (follow)
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* QueryCache: rework async downloads.Fernando Sahmkow2023-04-231-3/+3
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* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-2/+1
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-5/+5
| | | | | Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
* video_core: Resolve more variable shadowing scenariosLioncash2020-12-041-3/+3
| | | | | | Resolves variable shadowing scenarios up to the end of the OpenGL code to make it nicer to review. The rest will be resolved in a following commit.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-4/+7
| | | | | | | | | | | | | | | | | | | | | | | 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.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-1/+2
| | | | | | | | | 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.
* query_cache: Address feedbackReinUsesLisp2020-02-141-0/+2
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* vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2020-02-141-8/+3
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* query_cache: Abstract OpenGL implementationReinUsesLisp2020-02-141-99/+23
| | | | | | Abstract the current OpenGL implementation into the VideoCommon namespace and reimplement it on top of that. Doing this avoids repeating code and logic in the Vulkan implementation.
* gl_query_cache: Optimize query cacheReinUsesLisp2020-02-141-19/+42
| | | | Use a custom cache instead of relying on a ranged cache.
* gl_query_cache: Implement host queries using a deferred cacheReinUsesLisp2020-02-141-15/+108
| | | | | | | | | | | | | | Instead of waiting immediately for executed commands, defer the query until the guest CPU reads it. This way we get closer to what the guest program is doing. To archive this we have to build a dependency queue, because host APIs (like OpenGL and Vulkan) use ranged queries instead of counters like NVN. Waiting for queries implicitly uses fences and this requires a command being queued, otherwise the driver will lock waiting until a timeout. To fix this when there are no commands queued, we explicitly call glFlush.
* maxwell_3d: Slow implementation of passed samples (query 21)ReinUsesLisp2020-02-141-0/+41
Implements GL_SAMPLES_PASSED by waiting immediately for queries.