Henrik Rydgård
7922a2ab5c
Vulkan: If acquiring a frame fails (happens sometimes during window resize), skip swapping the frame. Should help #10063
2017-11-07 09:56:41 +01:00
Unknown W. Brackets
138837ac54
Vulkan: Add texture image readback.
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This way we can see how it was decoded, scaled, etc. This also helps
seeing texture cache invalidation issues.
2017-11-06 00:29:01 -08:00
Henrik Rydgård
702e354a6a
Vulkan multithread: Fix race condition.
2017-11-05 22:18:28 +01:00
Unknown W. Brackets
56d34402ff
Vulkan: Resignal unexecuted fences on thread stop.
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When resizing or similar, we may end up with frames we never ran. This
also happens on startup.
We need them signaled at start so we can wait on them, or we may deadlock.
2017-11-05 09:22:14 -08:00
Unknown W. Brackets
2ad9eb047e
Vulkan: Refcount framebuffer deletes.
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Fixes crash in GoW when using a thread.
2017-11-05 08:44:12 -08:00
Unknown W. Brackets
97fa0a7461
Vulkan: Allow sync when using threading.
2017-11-04 22:23:01 -07:00
Unknown W. Brackets
8b55940a3d
Vulkan: Fix out-of-sync frames on threading.
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We end up with a second thread start at frame 1, so the thread needs to
start at frame 1 too.
2017-11-04 22:21:47 -07:00
Henrik Rydgård
8d0209c7e4
Stop leaking framebuffers on shutdown. Fix other shutdown issues.
2017-11-01 21:43:08 +01:00
Henrik Rydgård
ca7a2d06ca
Vulkan: Implement stencil upload (for Star Ocean).
2017-11-01 14:18:39 +01:00
Henrik Rydgård
ed2731d197
Vulkan: Fix depal and shader blending.
2017-10-31 12:35:00 +01:00
Henrik Rydgård
97dced543e
Share the conversion code between vulkan and D3D, fixing the missing format thing.
2017-10-29 14:42:51 +01:00
Henrik Rydgård
93c785b76d
Color-convert directly during the readback, saves a copy. Like we already do in D3D11.
2017-10-29 10:56:36 +01:00
Henrik Rydgård
34b65c0ca9
Fix Vulkan framebuffer readbacks, as long as they're in R8G8B8A8.
2017-10-28 18:41:54 +02:00
Henrik Rydgård
b98d4e5c9d
Vulkan: Rough untested implementation of synchronous readbacks.
2017-10-28 18:03:27 +02:00
Henrik Rydgård
717ec2387b
VulkanRenderManager: Split out BeginFrame and EndFrame from Run
2017-10-28 16:47:08 +02:00
Henrik Rydgård
962ada1700
Comment cleanup
2017-10-28 00:37:06 +02:00
Henrik Rydgård
3f918ed328
Refactor: Split out VulkanQueueRunner from VulkanRenderManager
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Should be no functionality change, but good to do before adding more
functionality.
2017-10-27 22:11:01 +02:00
Henrik Rydgård
5456194a69
Fix integer overflow affecting very large draw calls
2017-10-26 12:28:36 +02:00
Henrik Rydgård
85cb604a24
Fix (some) crashes on blits. Validation issues remain.
2017-10-26 10:57:00 +02:00
Henrik Rydgård
b5e06f3c7d
VulkanRenderManager: BindPipeline should really be its own command. Tighten up some image transitions.
2017-10-26 10:57:00 +02:00
Henrik Rydgård
3e2b810c39
Improve synchronization, though there are very weird issues. Possibly need to run the swap chain from the thread that created it?
2017-10-26 10:57:00 +02:00
Henrik Rydgård
72a41cd524
Let's try a mutex. Doesn't completely solve the problem though..
2017-10-26 10:57:00 +02:00
Henrik Rydgård
022657ebb3
This makes a little more sense, but still hangs (frameAvailable = true while stuck on condvar)
2017-10-26 10:56:59 +02:00
Henrik Rydgård
c788dc896a
Synchronization is HARD. need a rethink, methinks.
2017-10-26 10:56:59 +02:00
Henrik Rydgård
1c5bd0f8dc
Move the VulkanRenderManager stuff to thin3d, fits in better there.
2017-10-26 10:56:59 +02:00