summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_vulkan/vk_swapchain.h (unfollow)
Commit message (Collapse)AuthorFilesLines
2021-07-23vk_swapchain: Handle outdated swapchainsReinUsesLisp1-4/+10
Fixes pixelated presentation on Intel devices.
2021-07-23vk_swapchain: Avoid recreating the swapchain on each frameReinUsesLisp1-3/+3
Recreate only when requested (or sRGB is changed) instead of tracking the frontend's size. That size is still used as a hint.
2021-07-23vk_scheduler: Allow command submission on worker threadReinUsesLisp1-11/+12
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.
2021-04-11renderer_vulkan: Check return value of AcquireNextImageJoshua Ashton1-1/+1
We can get into a really bad state by ignoring this leading to device loss and using incorrect resources.
2021-02-13gpu: Report renderer errors with exceptionsReinUsesLisp1-1/+2
Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp1-3/+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.
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_semaphoreReinUsesLisp1-4/+5
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.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-16/+16
2020-01-20vk_blit_screen: Address feedbackReinUsesLisp1-5/+5
2019-12-07vk_swapchain: Add support for swapping sRGBReinUsesLisp1-2/+8
We don't know until the game is running if it's using an sRGB color space or not. Add support for hot-swapping swapchain surface formats.
2019-03-29vk_swapchain: Implement a swapchain managerReinUsesLisp1-0/+92