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2023-06-22general: remove atomic signal and waitLiam1-0/+1
2023-05-20vk_master_semaphore: Move fence wait on separate threadGPUCode1-1/+14
2023-04-15vulkan: use plain fences when timeline semaphores are not availableLiam1-32/+16
2022-11-23general: fix compile for Apple ClangLiam1-0/+1
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.
2021-11-16Vulkan: fix waiting on semaphore.FernandoS271-1/+3
2021-10-04Vulkan: Fix failing barrier on refresh.Fernando Sahmkow1-1/+2
2021-10-04Vulkan: Fix the master SemaphoreFernandoS271-4/+12
2021-07-23vk_master_semaphore: Use fetch_add to increase master semaphore tickReinUsesLisp1-3/+3
2021-06-22vk_master_semaphore: Use jthread for debug threadReinUsesLisp1-5/+4
2021-04-12vk_master_semaphore: Deduplicate atomic access within IsFree()Lioncash1-1/+1
We can just reuse the already existing KnownGpuTick() to deduplicate the access.
2021-04-12vk_master_semaphore: Add missing const qualifier for IsFree()Lioncash1-1/+1
This member function doesn't modify class state.
2021-02-13vk_master_semaphore: Mark gpu_tick atomic operations with relaxed orderReinUsesLisp1-4/+4
2021-02-13vk_staging_buffer_pool: Inline tick testsReinUsesLisp1-0/+5
Load the current tick to a local variable, moving it out of an atomic and allowing us to compare the value without going through a pointer each time. This should make the loop more optimizable.
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp1-2/+2
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/+70
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.