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path: root/src/video_core/renderer_vulkan/renderer_vulkan.h (follow)
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* video_core: Resolve more variable shadowing scenarios pt.2Lioncash2020-12-051-3/+3
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* Merge pull request #4204 from ReinUsesLisp/vulkan-1.0bunnei2020-10-191-0/+2
|\ | | | | renderer_vulkan: Create and properly use Vulkan 1.0 instances when 1.1 is not available
| * vk_device: Use Vulkan 1.0 properlyReinUsesLisp2020-08-201-0/+2
| | | | | | | | | | Enable the required capabilities to use Vulkan 1.0 without validation errors and disable those that are not compatible with it.
* | Merge pull request #4674 from ReinUsesLisp/timeline-semaphoresbunnei2020-09-241-4/+1
|\ \ | | | | | | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
| * | renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-4/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* | | renderer_opengl: Remove emulated mailbox presentationReinUsesLisp2020-09-201-1/+0
|/ / | | | | | | | | Emulated mailbox presentation was causing performance issues on Nvidia's OpenGL driver. Remove it.
* | video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-3/+13
| | | | | | | | | | | | | | | | | | 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.
* | video_core: Initialize renderer with a GPUReinUsesLisp2020-08-221-1/+4
|/ | | | | Add an extra step in GPU initialization to be able to initialize render backends with a valid GPU instance.
* vulkan: Remove unnecessary includesLioncash2020-04-291-1/+0
| | | | | | | 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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-5/+5
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* yuzu: Drop SDL2 and Qt frontend Vulkan requirementsReinUsesLisp2020-04-071-5/+11
| | | | Create Vulkan instances and surfaces from the Vulkan backend.
* renderer_vulkan: Query device names from the backendReinUsesLisp2020-04-071-0/+3
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* Frontend/GPU: Refactor context managementJames Rowe2020-03-251-1/+1
| | | | | | | | | | | | | | | | | | | | Changes the GraphicsContext to be managed by the GPU core. This eliminates the need for the frontends to fool around with tricky MakeCurrent/DoneCurrent calls that are dependent on the settings (such as async gpu option). This also refactors out the need to use QWidget::fromWindowContainer as that caused issues with focus and input handling. Now we use a regular QWidget and just access the native windowHandle() directly. Another change is removing the debug tool setting in FrameMailbox. Instead of trying to block the frontend until a new frame is ready, the core will now take over presentation and draw directly to the window if the renderer detects that its hooked by NSight or RenderDoc Lastly, since it was in the way, I removed ScopeAcquireWindowContext and replaced it with a simple subclass in GraphicsContext that achieves the same result
* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-0/+4
| | | | Add support for render targets and viewports.
* frontend: qt: bootmanager: Vulkan: Restore support for VK backend.bunnei2020-02-261-6/+2
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* renderer_vulkan: Add header as placeholderReinUsesLisp2020-01-171-0/+72