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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-3/+3
| | | | | | | 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_semaphoreReinUsesLisp2020-09-191-12/+2
| | | | | | | | | | | | | | | | | | | | | | | 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.
* vulkan: Remove unnecessary includesLioncash2020-04-291-2/+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.
* vk_memory_manager: Remove unified memory model flagReinUsesLisp2020-04-221-1/+0
| | | | | | | | 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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-2/+2
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* vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp2020-01-141-0/+1
| | | | | It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.
* vk_staging_buffer_pool: Initialize last epoch to zeroRodrigo Locatti2019-12-291-1/+1
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* vk_staging_buffer_pool: Add a staging pool for temporary operationsReinUsesLisp2019-12-251-0/+83
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.