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path: root/src/video_core/renderer_vulkan/vk_staging_buffer_pool.cpp (follow)
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* Revert "vulkan: automatically use larger staging buffer sizes when possible"liamwhite2022-10-071-57/+27
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* vulkan: automatically use larger staging buffer sizes when possibleLiam2022-09-251-27/+57
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-1/+1
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* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-141-1/+1
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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.
* Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow2022-03-251-1/+1
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* vk_staging_buffer_pool: Fall back to host memory when allocation failsRobin Kertels2021-07-261-8/+21
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-1/+1
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* common: Replace common_sizes into user-literalsWunkolo2021-06-241-2/+6
| | | | | | | | | | | | | Removes common_sizes.h in favor of having `_KiB`, `_MiB`, `_GiB`, etc user-literals within literals.h. To keep the global namespace clean, users will have to use: ``` using namespace Common::Literals; ``` to access these literals.
* vk_staging_buffer_pool: Inline tick testsReinUsesLisp2021-02-131-1/+2
| | | | | | 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.
* gl_stream_buffer/vk_staging_buffer_pool: Fix size checkReinUsesLisp2021-02-131-1/+1
| | | | | | Fix a tragic off-by-one condition that causes Vulkan's stream buffer to think it's always full, using fallback memory. The OpenGL was also affected by this bug to a lesser extent.
* vk_staging_buffer_pool: Fix softlock when stream buffer overflowsReinUsesLisp2021-02-131-19/+18
| | | | | | | There was still a code path that could wait on a timeline semaphore tick that would never be signalled. While we are at it, make use of more STL algorithms.
* vk_staging_buffer_pool: Get a staging buffer instead of waitingReinUsesLisp2021-02-131-9/+16
| | | | | | Avoids waiting idle while the GPU finishes to do work, and fixes an issue where we'd wait forever if a single command buffer (logic tick) all the data.
* buffer_cache: Skip cache on small uploads on VulkanReinUsesLisp2021-02-131-1/+2
| | | | | | | | Ports from OpenGL the optimization to skip small 3D uniform buffer uploads. This will take advantage of the previously introduced stream buffer. Fixes instances where the staging buffer offset was being ignored.
* vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp2021-02-131-1/+141
| | | | | | | | This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
* vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp2021-01-151-15/+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.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-4/+4
| | | | | "Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
* vk_memory_manager: Improve memory manager and its APIReinUsesLisp2021-01-151-48/+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.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-1/+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.
* 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.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-33/+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.
* vk_staging_buffer_pool: Make use of designated initializers where applicableLioncash2020-07-171-13/+12
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* Merge pull request #3756 from ReinUsesLisp/integrated-devicesFernando Sahmkow2020-04-271-6/+3
|\ | | | | vk_memory_manager: Remove unified memory model flag
| * vk_memory_manager: Remove unified memory model flagReinUsesLisp2020-04-221-6/+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.
* | vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp2020-04-221-1/+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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-9/+16
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* vk_staging_buffer_pool: Silence unused constant warningReinUsesLisp2020-03-191-1/+1
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* vk_rasterizer: Support disabled uniform buffersReinUsesLisp2020-03-061-1/+2
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* vk_staging_buffer_pool: Add a staging pool for temporary operationsReinUsesLisp2019-12-251-0/+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.