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path: root/src/video_core/renderer_vulkan/vk_blit_screen.h (follow)
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* vk_blit_screen: recreate swapchain images on guest format changeLiam2022-10-301-0/+5
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* vulkan_blitter: Fix pool allocation double free.Byte2022-10-061-1/+1
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* video_core: Replace VKSwapchain with Swapchaingerman772022-06-271-5/+4
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-6/+6
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* video_core: Replace VKBlitScreen with BlitScreengerman772022-06-271-6/+6
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* 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.
* FSR: Fix GCC build errorsameerj2021-11-161-0/+2
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* vk_blit_screen: Fix AA destruction orderameerj2021-11-161-9/+10
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* Vulkan: Implement FXAAFernandoS272021-11-161-0/+17
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* VideoCore: Add gaussian filtering.FernandoS272021-11-161-0/+2
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* Presentation: add Nearest Neighbor filter.Fernando Sahmkow2021-11-161-1/+3
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* vulkan: Implement FidelityFX Super ResolutionMarshall Mohror2021-11-161-0/+4
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* Renderer: Implement Bicubic and ScaleForce filters.Fernando Sahmkow2021-11-161-2/+6
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* vk_blit_screen: Add public CreateFramebuffer methodameerj2021-07-291-0/+3
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* vk_blit_screen: Make Draw method more genericameerj2021-07-291-2/+8
| | | | Allows specifying the framebuffer and render area dimensions, rather than being hard coded for the render window.
* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-5/+10
| | | | | | Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
* vulkan_common: Move allocator to the common directoryReinUsesLisp2021-01-151-1/+1
| | | | Allow using the abstraction from the OpenGL backend.
* renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp2021-01-151-2/+2
| | | | | "Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
* vk_memory_manager: Improve memory manager and its APIReinUsesLisp2021-01-151-2/+2
| | | | | | | | | Fix a bug where the memory allocator could leave gaps between commits. To fix this the allocation algorithm was reworked, although it's still short in number of lines of code. Rework the allocation API to self-contained movable objects instead of naively using an unique_ptr to do the job for us. Remove the VK prefix.
* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-3/+3
| | | | | | | The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-2/+2
| | | | | | | | | | | | | | 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.
* renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp2020-09-191-10/+6
| | | | | | | | | | | | | | | | | | | | | | | 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.
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-2/+7
| | | | | | | | | 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.
* vulkan: Remove unnecessary includesLioncash2020-04-291-1/+0
| | | | | | | 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.
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-17/+17
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* vk_blit_screen: Address feedbackReinUsesLisp2020-01-201-3/+4
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* vk_blit_screen: Initial implementationReinUsesLisp2020-01-201-0/+118
This abstraction takes care of presenting accelerated and non-accelerated or "framebuffer" images to the Vulkan swapchain.