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path: root/src/video_core/renderer_vulkan/vk_texture_cache.cpp (follow)
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* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-11/+8
| | | | | | | | | | | | | | | | | | | | | | | 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.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-16/+18
| | | | | | | | | Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
* vulkan: Silence more -Wmissing-field-initializer warningsLioncash2020-08-031-0/+2
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* vulkan: Resolve -Wmissing-field-initializer warningsLioncash2020-07-251-0/+2
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* Merge pull request #4324 from ReinUsesLisp/formatsbunnei2020-07-211-5/+5
|\ | | | | video_core: Fix, add and rename pixel formats
| * video_core: Rearrange pixel format namesReinUsesLisp2020-07-131-5/+5
| | | | | | | | | | | | Normalizes pixel format names to match Vulkan names. Previous to this commit pixel formats had no convention, leading to confusion and potential bugs.
* | Merge pull request #4364 from lioncash/desig5bunnei2020-07-181-96/+135
|\ \ | | | | | | vulkan: Make use of designated initializers where applicable
| * | vk_texture_cache: Make use of designated initializers where applicableLioncash2020-07-171-96/+135
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* / vk_texture_cache: Amend mismatched access masks and indices in UploadBufferLioncash2020-07-171-6/+4
|/ | | | | Discovered while converting relevant parts of the codebase over to designated initializers.
* texture_cache: Implement rendering to 3D texturesReinUsesLisp2020-06-081-14/+62
| | | | | | | | | | | | | | This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
* vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-2/+2
| | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* texture_cache: Implement depth stencil texture swizzlesReinUsesLisp2020-05-261-16/+13
| | | | | | | | Stop ignoring image swizzles on depth and stencil images. This doesn't fix a known issue on Xenoblade Chronicles 2 where an OpenGL texture changes swizzles twice before being used. A proper fix would be having a small texture view cache for this like we do on Vulkan.
* vulkan: Remove unnecessary includesLioncash2020-04-291-3/+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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-152/+210
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* video_core: Use native ASTC when availableReinUsesLisp2020-04-011-17/+17
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* vk_texture_cache: Silence misc warningsReinUsesLisp2020-03-191-3/+3
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* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-0/+1
| | | | Add support for render targets and viewports.
* vk_texture_cache: Address feedbackReinUsesLisp2020-01-161-13/+4
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* vk_texture_cache: Fix typo in commentaryRodrigo Locatti2020-01-161-1/+1
| | | Co-Authored-By: MysticExile <30736337+MysticExile@users.noreply.github.com>
* vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp2020-01-141-0/+484
It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.