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path: root/src/video_core/renderer_vulkan/vk_staging_buffer_pool.h (follow)
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* renderer_vulkan: Introduce separate cmd buffer for uploadsGPUCode2023-11-121-0/+4
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* Allow GPUs without rebar to open multiple RenderDoc capturesKelebek12023-10-061-0/+5
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* renderer_vulkan: Use VMA for buffersGPUCode2023-06-181-3/+1
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* MacroHLE: Final cleanup and fixes.Fernando Sahmkow2023-01-011-3/+2
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* Vulkan: Allow stagging buffer deferrals.Fernando Sahmkow2023-01-011-6/+20
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* Revert "vulkan: automatically use larger staging buffer sizes when possible"liamwhite2022-10-071-3/+0
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* vulkan: automatically use larger staging buffer sizes when possibleLiam2022-09-251-0/+3
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-3/+3
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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.
* vk_staging_buffer_pool: Fix softlock when stream buffer overflowsReinUsesLisp2021-02-131-0/+2
| | | | | | | 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 waitingReinUsesLisp2021-02-131-0/+2
| | | | | | 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.
* vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp2021-02-131-0/+20
| | | | | | | | 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 hintReinUsesLisp2021-01-151-7/+8
| | | | | | | 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.
* vulkan_common: Move allocator to the common directoryReinUsesLisp2021-01-151-1/+1
| | | | Allow using the abstraction from the OpenGL backend.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-2/+2
| | | | | "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 APIReinUsesLisp2021-01-151-20/+29
| | | | | | | | | 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: 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.