summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_vulkan/vk_command_pool.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* general: fix spelling mistakesLiam2023-03-121-2/+2
|
* 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.
* vk_command_pool: Reduce the command pool size from 4096 to 4ReinUsesLisp2021-02-231-1/+1
| | | | | This allows drivers to reuse memory more easily and preallocate less. The optimal number has been measured booting Pokémon Sword.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
|
* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-1/+1
| | | | | | | 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.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Resolve more variable shadowing scenarios pt.3Lioncash2020-12-051-2/+2
| | | | | 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 scenariosLioncash2020-12-041-2/+2
| | | | | | 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.
* vk_command_pool: Move definition of Pool into the cpp fileLioncash2020-09-251-0/+5
| | | | | Allows the implementation details to be changed without recompiling any files that include this header.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-0/+41
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.