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2023-11-12renderer_vulkan: Introduce separate cmd buffer for uploadsGPUCode1-10/+19
2023-06-22general: remove atomic signal and waitLiam1-13/+9
2023-06-18renderer_vulkan: add missing includeLiam1-0/+1
2023-05-28renderer_vulkan: Remove timeline semaphore waitGPUCode1-7/+4
2023-05-20vk_master_semaphore: Move fence wait on separate threadGPUCode1-2/+44
2023-04-15vulkan: use plain fences when timeline semaphores are not availableLiam1-1/+138
2022-12-04vulkan_common: clean up extension usageLiam1-4/+4
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+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.
2021-06-22vk_master_semaphore: Use jthread for debug threadReinUsesLisp1-14/+4
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-01-04renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp1-1/+1
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp1-1/+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.
2020-12-31vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp1-1/+1
Allows sharing Vulkan wrapper code between different rendering backends.
2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp1-0/+56
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.