Commit graph

7 commits

Author SHA1 Message Date
ReinUsesLisp
9764c13d6d video_core: Rewrite the texture cache
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
2020-12-30 03:38:50 -03:00
ReinUsesLisp
58b0ae84b5 renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphore
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.
2020-09-19 01:46:37 -03:00
ReinUsesLisp
9e87193725 video_core: Remove all Core::System references in renderer
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.
2020-09-06 05:28:48 -03:00
Lioncash
6c53edd4d3 vulkan: Remove unnecessary includes
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.
2020-04-28 21:54:46 -04:00
ReinUsesLisp
2905142f47 renderer_vulkan: Drop Vulkan-Hpp 2020-04-10 22:49:02 -03:00
ReinUsesLisp
a665581684 vk_blit_screen: Address feedback 2020-01-20 18:43:11 -03:00
ReinUsesLisp
f5dfe68a94 vk_blit_screen: Initial implementation
This abstraction takes care of presenting accelerated and
non-accelerated or "framebuffer" images to the Vulkan swapchain.
2020-01-19 21:12:43 -03:00