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2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp1-10/+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.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-10/+6
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.
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp1-21/+12
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.
2020-04-29vulkan: Remove unnecessary includesLioncash1-6/+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.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-32/+32
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-0/+4
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-01-16vk_texture_cache: Address feedbackReinUsesLisp1-9/+4
2020-01-14vk_texture_cache: Implement generic texture cache on VulkanReinUsesLisp1-0/+244
It currently ignores PBO linearizations since these should be dropped as soon as possible on OpenGL.