summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_vulkan/vk_descriptor_pool.cpp (follow)
Commit message (Collapse)AuthorAgeFilesLines
* vk_descriptor_pool: Disallow descriptor set freeGPUCode2023-07-271-1/+1
|
* general: fix compile for Apple ClangLiam2022-11-231-0/+1
|
* video_core: Replace VKScheduler with Schedulergerman772022-06-271-1/+1
|
* 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.
* Merge pull request #6944 from FernandoS27/dear-drunk-meMorph2021-09-131-3/+3
|\ | | | | Vulkan/Descriptors: Increase sets per pool on AMD propietary driver.
| * Vulkan/Descriptors: Increase sets per pool on AMFD propietary driver.Fernando Sahmkow2021-09-131-3/+3
| |
* | vk_descriptor_pool: Add missing <algorithm> includeMorph2021-09-111-0/+1
|/
* vulkan: Rework descriptor allocation algorithmReinUsesLisp2021-07-231-49/+123
| | | | | | Create multiple descriptor pools on demand. There are some degrees of freedom what is considered a compatible pool to avoid wasting large pools on small descriptors.
* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-4/+2
|
* 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.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-8/+11
| | | | | | | | | | | | | | | | | | | | | | | 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.
* vk_descriptor_pool: Make use of designated initializers where applicableLioncash2020-07-171-15/+18
|
* vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-0/+1
| | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* 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-HppReinUsesLisp2020-04-111-48/+44
|
* Update src/video_core/renderer_vulkan/vk_descriptor_pool.cppRodrigo Locatti2020-01-031-1/+1
| | | Co-Authored-By: Mat M. <mathew1800@gmail.com>
* vk_descriptor_pool: Initial implementationReinUsesLisp2020-01-011-0/+89
Create a large descriptor pool where we allocate all our descriptors from. It has to be wide enough to support any pipeline, hence its large numbers. If the descritor pool is filled, we allocate more memory at that moment. This way we can take advantage of permissive drivers like Nvidia's that allocate more descriptors than what the spec requires.