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path: root/src/video_core/vulkan_common/vulkan_memory_allocator.h (follow)
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* Allow GPUs without rebar to open multiple RenderDoc capturesKelebek12023-10-061-0/+14
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* renderer_vulkan: Use VMA for buffersGPUCode2023-06-181-4/+8
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* renderer_vulkan: Use VMA for imagesGPUCode2023-06-181-3/+2
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* memory_allocator: Remove OpenGL interopGPUCode2023-06-181-8/+3
| | | | * Appears to be unused atm
* 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.
* video_core: Reduce unused includesameerj2022-03-191-1/+0
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* vulkan_memory_allocator: Respect bufferImageGranularityRobin Kertels2021-08-071-0/+2
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* vulkan_memory_allocator: Release allocations with no commitsReinUsesLisp2021-06-161-0/+5
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* vulkan_memory_allocator: Allow textures to be allocated in host memoryReinUsesLisp2021-05-271-5/+2
| | | | | Allow Vulkan's allocator to use host memory when there's no more device local memory. This delays OOM, but it will eventually still happen.
* video_core: Reimplement the buffer cacheReinUsesLisp2021-02-131-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
* vulkan_common: Expose interop and headless devicesReinUsesLisp2021-02-131-3/+15
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* video_core: Resolve -Wdocumentation warningsLioncash2021-01-171-3/+2
| | | | Silences some -Wdocumentation warnings on Clang.
* vulkan_memory_allocator: Remove unnecesary 'device' memory from commitsReinUsesLisp2021-01-151-5/+5
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* vulkan_memory_allocator: Add allocation support for download typesReinUsesLisp2021-01-151-4/+13
| | | | | Implements the allocator logic to handle download memory types. This will try to use HOST_CACHED_BIT when available.
* vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp2021-01-151-5/+19
| | | | | | | 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 directoryReinUsesLisp2021-01-151-0/+95
Allow using the abstraction from the OpenGL backend.