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2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp1-18/+13
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.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-9/+11
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.
2020-08-03vulkan: Silence more -Wmissing-field-initializer warningsLioncash1-0/+1
2020-07-13video_core: Rearrange pixel format namesReinUsesLisp1-2/+2
Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
2020-07-13vk_blit_screen: Make use of designated initializers where applicableLioncash1-334/+384
Now that we make use of C++20, we can use designated initializers to make things a little nicer to read.
2020-04-15vk_blit_screen: Initialize all members in VkPipelineViewportStateCreateInfoReinUsesLisp1-0/+2
When the dynamic state is specified, pViewports and pScissors are ignored, quoting the specification: pViewports is a pointer to an array of VkViewport structures, defining the viewport transforms. If the viewport state is dynamic, this member is ignored. That said, AMD's proprietary driver itself seem to read it regardless of what the specification says.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-211/+412
2020-01-20vk_blit_screen: Address feedbackReinUsesLisp1-13/+15
2020-01-20vk_blit_screen: Initial implementationReinUsesLisp1-0/+625
This abstraction takes care of presenting accelerated and non-accelerated or "framebuffer" images to the Vulkan swapchain.