| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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Migrates the video core code closer to enabling variable shadowing
warnings as errors.
This primarily sorts out shadowing occurrences within the Vulkan code.
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All drivers (even Intel) seem to have a device local memory type that is
not host visible. Remove this flag so all devices follow the same path.
This fixes a crash when trying to map to host device local memory on
integrated devices.
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* Allocate memory in discrete exponentially increasing chunks until the
128 MiB threshold. Allocations larger thant that increase linearly by
256 MiB (depending on the required size). This allows to use small
allocations for small resources.
* Move memory maps to a RAII abstraction. To optimize for debugging
tools (like RenderDoc) users will map/unmap on usage. If this ever
becomes a noticeable overhead (from my profiling it doesn't) we can
transparently move to persistent memory maps without harming the API,
getting optimal performance for both gameplay and debugging.
* Improve messages on exceptional situations.
* Fix typos "requeriments" -> "requirements".
* Small style changes.
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Reorders members in the order that they would actually be initialized
in. Silences a -Wreorder warning.
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VKMemoryCommitImpl was using as the end of its interval "begin + end".
That ended up wasting memory.
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A memory manager object handles the memory allocations for a device. It
allocates chunks of Vulkan memory objects and then suballocates.
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