From fe931ac9761a813c8e7d195cf99bf68ff324839c Mon Sep 17 00:00:00 2001 From: ReinUsesLisp Date: Tue, 28 Apr 2020 02:14:11 -0300 Subject: {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU). --- src/video_core/renderer_opengl/gl_buffer_cache.cpp | 4 ---- 1 file changed, 4 deletions(-) (limited to 'src/video_core/renderer_opengl/gl_buffer_cache.cpp') diff --git a/src/video_core/renderer_opengl/gl_buffer_cache.cpp b/src/video_core/renderer_opengl/gl_buffer_cache.cpp index 4efce0de7..d2cab50bd 100644 --- a/src/video_core/renderer_opengl/gl_buffer_cache.cpp +++ b/src/video_core/renderer_opengl/gl_buffer_cache.cpp @@ -51,10 +51,6 @@ Buffer OGLBufferCache::CreateBlock(VAddr cpu_addr, std::size_t size) { return std::make_shared(cpu_addr, size); } -void OGLBufferCache::WriteBarrier() { - glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT); -} - GLuint OGLBufferCache::ToHandle(const Buffer& buffer) { return buffer->GetHandle(); } -- cgit v1.2.3