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path: root/src/video_core/renderer_vulkan/vk_query_cache.cpp (follow)
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* video_core: renderer_vulkan: vk_query_cache: Avoid shutdown crash in QueryPool::Reserve.bunnei2022-10-191-3/+4
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* Address Feedback from bylaws.Fernando Sahmkow2022-10-061-1/+1
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* VideoCore: implement channels on gpu caches.Fernando Sahmkow2022-10-061-4/+3
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* video_core: Replace VKQueryCache with QueryCachegerman772022-06-271-7/+7
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-2/+2
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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.
* Vulkan Query Cache: make sure to wait for the query result.Fernando Sahmkow2021-09-241-1/+2
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* vk_query_cache: Wait before reading queriesReinUsesLisp2021-07-231-9/+2
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* vk_scheduler: Allow command submission on worker threadReinUsesLisp2021-07-231-3/+6
| | | | | | | | | | | | This changes how Scheduler::Flush works. It queues the current command buffer to be sent to the GPU but does not do it immediately. The Vulkan worker thread takes care of that. Users will have to use Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior. Scheduler::Finish is unchanged. To avoid waiting on work never queued, Scheduler::Wait sends the current command buffer if that's what the caller wants to wait.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-10/+10
| | | | | | | 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.3Lioncash2020-12-051-11/+11
| | | | | 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 scenarios pt.2Lioncash2020-12-051-15/+15
| | | | | | | Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
* vk_query_cache: Hack counter destructor to avoid reserving queriesReinUsesLisp2020-09-191-1/+10
| | | | | | | | | This is a hack to destroy all HostCounter instances before the base class destructor is called. The query cache should be redesigned to have a proper ownership model instead of using shared pointers. For now, destroy the host counter hierarchy from the derived class destructor.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-24/+21
| | | | | | | | | | | | | | | | | | | | | | | 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.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-2/+3
| | | | | | | | | 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.
* vk_query_cache: Make use of designated initializers where applicableLioncash2020-07-171-8/+8
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* 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: Catch device losses in more placesReinUsesLisp2020-04-131-2/+13
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* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-29/+27
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* vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2020-02-141-0/+122