Commit Graph

105 Commits

Author SHA1 Message Date
Unknown W. Brackets
e6db0bef2d Merge pull request #16099 from hrydgard/vulkan-dont-always-alloc-depth
Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
2022-09-25 08:05:50 -07:00
Henrik Rydgård
70c5ca62e6 Remove debug log. Add some new debug log though, unrelated to this PR, for fb clut + fb texture. Plus a couple asserts. 2022-09-25 09:56:39 +02:00
Henrik Rydgård
753fd13494 Vulkan: Avoid allocating depth images for stuff like temp copies, depal buffers etc.
Pretty small impact, but good to do.

An interesting extension of this would upconvert framebuffers in the
FramebufferManager to have a depth buffer the first time depth is used on them,
but this doesn't do that yet.
2022-09-24 23:21:48 +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
Unknown W. Brackets
7b1ec28c30 Vulkan: Avoid crash on two backbuffer steps.
Happens when resuming from stepping, sometimes: first
EmuScreen_BackBuffer, which is done so UI is functional during stepping,
and then the actual blit.

Since this is an uncommon case, let's just allow it by reusing the
presentCmd instead of submitting it early.  Otherwise it ends up in a
pending state.
2022-09-23 18:47:51 -07:00
Henrik Rydgård
ef7c8844f8 Greatly simplify the thread synchronization. 2022-09-23 19:40:50 +02:00
Henrik Rydgård
7bef90297c Best practices layer warning: Don't pass in unused clear values. (probably zero impact, heh). 2022-09-23 13:54:14 +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
f6cb6c7695 Submit main command buffer before acquire. Fix sync bug. 2022-09-20 17:52:48 +02:00
Henrik Rydgård
fff080202f When taking screenshots, make sure that the readback command happens on the right cmdbuf. 2022-09-20 17:48:19 +02:00
Henrik Rydgård
b190c33cc7 Rewrite some present logic for slightly more clarity. Fixes bad logic and a minor race condition. 2022-09-20 17:05:53 +02:00
Henrik Rydgård
d0016add37 Start moving stuff out to VulkanFrameData.cpp 2022-09-19 18:14:41 +02:00
Henrik Rydgård
fc84f25818 Quick GE debugger stepping fix, after the recent vulkan swapchain acquire change 2022-09-18 12:10:23 +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
415a795b11 Move back buffer rendering to a separate "present" command buffer 2022-09-17 01:11:41 +02:00
Henrik Rydgård
242efba6f7 Remove splitSubmit setting. Now we submit init commands before the acquire. 2022-09-17 01:07:30 +02:00
Henrik Rydgård
eadb144cc4 Show render pass types in GPU profiler 2022-09-16 19:19:42 +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
80ca822bf2 Create framebuffer variants on demand 2022-09-08 00:38:28 +02:00