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2021-01-15vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp1-15/+27
Allow users of the allocator to hint memory usage for downloads. This removes the non-descriptive boolean passed for "host visible" or not host visible memory commits, and uses an enum to hint device local, upload and download usages.
2021-01-15renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp1-4/+4
"Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
2021-01-15vk_memory_manager: Improve memory manager and its APIReinUsesLisp1-48/+58
Fix a bug where the memory allocator could leave gaps between commits. To fix this the allocation algorithm was reworked, although it's still short in number of lines of code. Rework the allocation API to self-contained movable objects instead of naively using an unique_ptr to do the job for us. Remove the VK prefix.
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_semaphoreReinUsesLisp1-33/+16
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.
2020-07-17vk_staging_buffer_pool: Make use of designated initializers where applicableLioncash1-13/+12
2020-04-22vk_memory_manager: Remove unified memory model flagReinUsesLisp1-6/+3
All drivers (even Intel) seem to have a device local memory type that is not host visible. Remove this flag so all devices follow the same path. This fixes a crash when trying to map to host device local memory on integrated devices.
2020-04-22vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp1-1/+1
Introduce a default buffer getter that lazily constructs an empty buffer. This is intended to match OpenGL's buffer 0. Use this for disabled vertex and uniform buffers. While we are at it, include vertex buffer usages for staging buffers to silence validation errors.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-9/+16
2020-03-19vk_staging_buffer_pool: Silence unused constant warningReinUsesLisp1-1/+1
2020-03-06vk_rasterizer: Support disabled uniform buffersReinUsesLisp1-1/+2
2019-12-25vk_staging_buffer_pool: Add a staging pool for temporary operationsReinUsesLisp1-0/+127
The job of this abstraction is to provide staging buffers for temporary operations. Think of image uploads or buffer uploads to device memory. It automatically deletes unused buffers.