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path: root/src/video_core/renderer_vulkan/vk_fence_manager.h (follow)
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* Query Cache: address issuesFernando Sahmkow2023-09-231-1/+1
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* Query Cachge: Fully rework Vulkan's query cacheFernando Sahmkow2023-09-231-1/+1
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* Fence Manager: implement async fence management in a sepparate thread.Fernando Sahmkow2023-04-231-1/+10
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* VideoCore: Refactor fencing system.Fernando Sahmkow2022-10-061-4/+2
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* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-2/+2
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* video_core: Replace VKQueryCache with QueryCachegerman772022-06-271-4/+3
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-6/+6
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* video_core: Replace VKFenceManager with FenceManagergerman772022-06-271-5/+4
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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: Reduce unused includesameerj2022-03-191-1/+0
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* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-6/+5
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* vk_fence_manager: Use timeline semaphores instead of spin waitsReinUsesLisp2021-01-081-11/+4
| | | | | | | | | | | With timeline semaphores we can avoid creating objects. Instead of creating an event, grab the current tick from the scheduler and flush the current command buffer. When the fence has to be queried/waited, we can do so against the master semaphore instead of spinning on an event. If Vulkan supported NVN like events or fences, we could signal from the command buffer and wait for that without splitting things in two separate command buffers.
* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-6/+6
| | | | | | | 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: Rewrite the texture cacheReinUsesLisp2020-12-301-3/+3
| | | | | | | | | | | | | | The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
* video_core: Resolve more variable shadowing scenarios pt.2Lioncash2020-12-051-8/+8
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-4/+4
| | | | | | | | | 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.
* buffer_cache: Use boost::intrusive::set for cachingReinUsesLisp2020-05-211-0/+1
| | | | | | | | Instead of using boost::icl::interval_map for caching, use boost::intrusive::set. interval_map is intended as a container where the keys can overlap with one another; we don't need this for caching buffers and a std::set-like data structure that allows us to search with lower_bound is enough.
* Address Feedback.Fernando Sahmkow2020-04-221-1/+1
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* vk_fence_manager: Initial implementationReinUsesLisp2020-04-221-0/+74