Commit graph

51 commits

Author SHA1 Message Date
Henrik Rydgård
b3e6b81e43 Implement delayed depth readbacks for Vulkan only 2023-02-07 23:13:36 +01:00
Henrik Rydgård
937975000b Add a ReadbackMode parameter to more functions in the FramebufferManager 2023-02-05 13:57:45 +01:00
Henrik Rydgård
31df6bf0fe Move some code around, get rid of some unnecessary fences 2023-02-05 00:35:30 +01:00
Henrik Rydgård
7b5def9ff6 Use VMA to manage readback memory 2023-02-04 23:52:38 +01:00
Henrik Rydgård
26884150d7 Remove the 0th descriptor set, move everything else back to 0 2022-12-16 13:05:40 +01:00
Henrik Rydgård
8208768c15 Add a pipeline flag for USES_DISCARD. Will be used for the MSAA quality setting. 2022-12-01 22:49:00 +01:00
Henrik Rydgård
31af24a230 Break out VKRFramebuffer/VKRRenderpass from VulkanRenderManager 2022-11-27 10:22:37 +01:00
Henrik Rydgård
439b38f705 Comment fixes (feedback) 2022-11-06 00:11:04 +01:00
Henrik Rydgård
7742fbdeb6 Switch RenderPassType to be a "proper" bitfield enum. 2022-11-05 22:06:53 +01:00
Henrik Rydgård
96a5c52037 Vulkan: Reserve descriptor set 0 for frame-global data, move everything else to set 1 2022-10-28 09:39:56 +02:00
Henrik Rydgård
6d9008dab5 Fix validation issue with clears, remove redundant code 2022-10-27 11:05:59 +02:00
Henrik Rydgård
0de12f5ca9 Some refactoring of framebuffer views, layer issues, more work. 2022-10-27 11:05:58 +02:00
Henrik Rydgård
fb250c4b29 More multiview work 2022-10-27 11:05:58 +02:00
Henrik Rydgård
d3804ec2e5 Misc multiview hackery 2022-10-27 11:05:58 +02:00
Henrik Rydgård
eb18a87eee
Merge pull request #16186 from lvonasek/feature_openxr_vulkan
OpenXR - Initial work to support multiple render APIs
2022-10-17 14:47:47 +02:00
Henrik Rydgård
4d1da5859c Add simple way to add debug annotation in the middle of the command stream. Vulkan-only. 2022-10-13 22:39:44 +02:00
Lubos
ade606bc3c OpenXR - Hookup VR API into Vulkan 2022-10-12 16:21:54 +02:00
Unknown W. Brackets
87171cef98 GPU: Add geometry path for shader writer.
Not yet used.
2022-10-01 12:45:43 -07:00
Henrik Rydgård
a7642bac15 Replace faulty layout transition deduplication algorithm. 2022-09-25 23:24:54 +02:00
Henrik Rydgård
9f3dfe7ebe Vulkan: Don't compile pipeline variants that don't make sense given their flags.
Ran into this with cache files from previous version of my change.

Also bumping the shader cache ID again to avoid this in other ways, but
good to be robust here.
2022-09-24 22:39:22 +02:00
Henrik Rydgård
ef7c8844f8 Greatly simplify the thread synchronization. 2022-09-23 19:40:50 +02:00
Henrik Rydgård
ac4ca592c3 Handle depth buffer write-after-write hazards in the queue runner 2022-09-23 13:47:11 +02:00
Henrik Rydgård
11b807828f Fix for render pass merge 2022-09-22 10:22:29 +02:00
Henrik Rydgård
8e30a7ccfc Vulkan: Don't have renderpasses store/load depth buffers when we don't use them 2022-09-22 10:06:05 +02:00
Henrik Rydgård
d0016add37 Start moving stuff out to VulkanFrameData.cpp 2022-09-19 18:14:41 +02:00
Henrik Rydgård
9d9f2c539e Finish the switch to late acquire, moving the swapchain responsibility to the queue runner. 2022-09-17 08:43:13 +02:00
Henrik Rydgård
a369252a29 RunSteps cleanup 2022-09-17 01:41:26 +02:00
Henrik Rydgård
fabd50b178 Move FrameData out of VulkanRenderManager 2022-09-17 01:34:38 +02:00
Henrik Rydgård
415a795b11 Move back buffer rendering to a separate "present" command buffer 2022-09-17 01:11:41 +02:00
Henrik Rydgård
ce82fce8de Use subpass dependencies to implement shader framebuffer read in Vulkan. 2022-09-16 19:19:42 +02:00
Henrik Rydgård
58a7f0cf21 Assorted cleanup 2022-09-08 01:26:01 +02:00
Henrik Rydgård
caff2ea573 Correct merging of render passes. However, we have lifetime issues. 2022-09-08 00:38:32 +02:00
Henrik Rydgård
7ab7440475 Also create renderpass variants on demand 2022-09-08 00:38:32 +02:00
Henrik Rydgård
e828df9f25 Split each renderpass/framebuffer into multiple "compatibility classes" (RenderPassType). 2022-09-08 00:32:03 +02:00
Henrik Rydgård
d3309dd8e9 Minor refactor with pipelines in QueueRunner (makes more information available for easier debugging) 2022-09-03 23:08:02 +02:00
Henrik Rydgård
c06cf8efaa Switch Vulkan pipelines to use promises for synchronization
Slightly more expensive I guess but shouldn't be much of a bottleneck.
2022-09-03 15:21:08 +02:00
Henrik Rydgård
9097fdaae6 Shrink VkRenderData from 88 to 64 bytes. 2022-09-01 14:21:34 +02:00
Henrik Rydgård
24d674d2bc Shrink the TransitionRequest struct, use TinySet 2022-09-01 10:59:27 +02:00
Henrik Rydgård
b447092742 Some Vulkan renderpass load/store optimizations. 2022-08-28 23:16:48 +02:00
Henrik Rydgård
18e70e67f9 Small struct layout optimization (stencil is never more than 8 bits, can sneak in next to the load actions) 2022-06-11 13:24:14 +02:00
Henrik Rydgård
acb84f0648 Rename Vulkan attachment operation variables. Prep for supporting specifying store op. 2022-06-11 13:22:40 +02:00
Henrik Rydgård
f54aa53a8b Combine barriers before blits/copies 2022-05-01 11:54:47 +02:00
Henrik Rydgård
9d0eaff48a Convert some barriers to use the new barrier framework. 2022-05-01 11:34:29 +02:00
Henrik Rydgård
dda425b068 Vulkan: Add a single background thread for pipeline creation
Add proper waits for compile-done

Don't rely on non-standard struct initialization of classes

Attempt to drain the pipeline compile queue before destroying the PipelineManager.

Vulkan: Bump the cache version for testing
2021-11-21 18:36:00 +01:00
Henrik Rydgård
62f4875e24 VulkanRenderManager: Add deferred pipeline creation (to get it off the CPU thread) 2021-11-21 18:36:00 +01:00
Henrik Rydgård
d4c02ccc1c Address feedback about recent changes
Thanks unknown.
2020-10-19 22:50:31 +02:00
Henrik Rydgård
332bb7feeb VK: Whenever safely possible, shrink the render area.
We just set the render area to the union of the scissor rects used in a pass.

Might help some games on some mobile hardware, a little bit.

Possibly #13464?
2020-10-11 23:23:25 +02:00
Henrik Rydgård
5ece3de8ba Track and accumulate pipeline flags for render passes.
(Information that will later let us make some interesting optimizations)
2020-10-11 12:22:25 +02:00
Henrik Rydgård
692048fb8b VK: Separate layout transitions from renderpasses again.
According to sage advice from themaister, this is just unnecessary overengineering.

Having them separate reduces the size of the renderpass key - we might be able to just
change that to an array lookup again. Will also make it easier to in the future add
depth-less render passes.
2020-10-11 11:06:54 +02:00
Henrik Rydgård
886a8b1ac6 Remove Timer.cpp/h. Move various collections into Common/Data/Collections. 2020-10-05 21:05:23 +02:00