Commit Graph

242 Commits

Author SHA1 Message Date
Henrik Rydgård 74f5be02a1 GameInfo: Try to reduce the locking a bit. 2024-01-18 22:52:56 +01:00
Henrik Rydgård ce2163eb93 Vulkan MSAA: Avoid creating backbuffer renderpasses with the wrong sample count, oops 2024-01-17 21:41:04 +01:00
Henrik Rydgård cbb4236cd8 Vulkan: Attempt to fix some more shutdown race conditions, simplify. 2024-01-17 14:49:49 +01:00
Henrik Rydgård 2b6bb46a98 Vulkan: Minor descriptor write optimization, add some debug asserts 2024-01-17 11:08:16 +01:00
Henrik Rydgård 7b738edfc9 Try to eliminate another shutdown deadlock (drain shader compile queue)
See #18705
2024-01-15 23:36:47 +01:00
Henrik Rydgård c1a7235767 Fix another shutdown race condition in the Vulkan backend 2024-01-15 17:06:00 +01:00
Henrik Rydgård d0faf250b5 Remove unused async compute pipeline creation 2024-01-15 12:38:59 +01:00
Henrik Rydgård 56c797e7f6 Fix possible hangs in ManagedTexture destruction. Change a thread name. 2024-01-15 10:47:16 +01:00
Henrik Rydgård 52d05aaa27 GPU profiling: Count how many descriptors we manage to deduplicate. 2024-01-12 11:31:06 +01:00
Henrik Rydgård b4fe03de8b Better solution, still pretty much optimal. 2024-01-10 18:14:59 +01:00
Henrik Rydgård 6de05f13f1 More barrier batching 2023-12-30 10:41:59 +01:00
Henrik Rydgård 484fbeb4cb Add end-of-init barrier 2023-12-30 10:41:59 +01:00
Henrik Rydgård 28189dc738 Vulkan render queue runner: Count commands in debug builds, like the GL backend. 2023-12-20 15:26:41 +01:00
Henrik Rydgård ac93419331 Merge the 1.16.6 branch into master
Also deletes some unused code.
2023-10-13 11:00:11 +02:00
Henrik Rydgård 6357b95ff5 Better version. 2023-10-12 23:33:54 +02:00
Henrik Rydgård f301035ba0 Step 1 2023-10-12 23:28:44 +02:00
Henrik Rydgård a507563708 Remove the exit-game sync again.
It's not actually needed until some of the additions made on master, and
in that case, I'm going to change the solution again.
2023-10-12 10:14:19 +02:00
Henrik Rydgård 2c751d39f8 Vulkan: Add simple delete count to GPU profiler, to make sure we don't have more resource churn
Also fix the render pass type name lookup table.
2023-10-12 09:02:45 +02:00
Henrik Rydgård d60c9a015f Vulkan: Fix synchronization when shutting the GPU down in-game. 2023-10-11 12:49:33 +02:00
Henrik Rydgård f769b2c8a3 Remove unused functionality from descpool 2023-10-11 12:29:57 +02:00
Henrik Rydgård 0ad2827e14 Vulkan: Fix synchronization when shutting the GPU down in-game. 2023-10-11 12:27:39 +02:00
Henrik Rydgård 183d49329a Allow writing directly into the packed descriptor buffer, saving a memcpy. 2023-10-11 11:02:17 +02:00
Henrik Rydgård 8ebc08185b Allocate descriptors in blocks of 8 instead of individually, to reduce overhead. 2023-10-10 10:17:56 +02:00
Henrik Rydgård 3d949b080d Prepare VulkanDescSetPool for block allocation 2023-10-10 09:14:10 +02:00
Henrik Rydgård 9fdc7e2372 Address feedback 2023-10-10 09:02:35 +02:00
Henrik Rydgård b38b46df0f Update comments 2023-10-10 09:02:35 +02:00
Henrik Rydgård 2b0192d818 Have FrameData structs for each pipeline layout, instead of multiple arrays 2023-10-10 09:02:35 +02:00
Henrik Rydgård 8a4d84d82b Simplest possible de-duplication of descriptor set writes 2023-10-10 09:02:35 +02:00
Henrik Rydgård 018e4ee1d6 Show the desc set write time even in the limited GPU profiler. 2023-10-10 09:02:34 +02:00
Henrik Rydgård f0ee3b8daa Fill in descriptors on the render thread in the PPSSPP UI. 2023-10-10 09:00:29 +02:00
Henrik Rydgård 316bc03ac9 Move the destroy function for VKRPipelineLayout to VulkanRenderManager 2023-10-09 11:54:13 +02:00
Henrik Rydgård 88a50575c7 Wrap pipeline layout creation, use in thin3d
Two more types
2023-10-08 12:39:18 +02:00
Henrik Rydgård dbe395dd00 Add a wrapper around VKRPipelineLayout / descsetlayout 2023-10-08 12:39:18 +02:00
Henrik Rydgård 42fcd399f4 Restore the ReadyForFence flag. Some paranoia probably 2023-09-26 02:00:22 +02:00
Henrik Rydgård 2e171b22ec Vulkan: Remove an assert that didn't give much actionable information. Replace with reporting. 2023-09-20 22:50:38 +02:00
Henrik Rydgård 3783afd855 Fix a really bad race condition during game shutdown. 2023-09-20 18:47:32 +02:00
Henrik Rydgård b8353c6273 Add a commented-out torture test for a shader race condition 2023-09-20 18:47:32 +02:00
Henrik Rydgård 0bfd166200 Try to prevent a weird shutdown race condition that I'm not sure can happen - but crash logs show it 2023-09-18 16:45:07 +02:00
German Semenov c27481d637 GPU, VFS, UI: Fixed minor memleaks 2023-09-15 12:23:54 +03:00
Henrik Rydgård 64852409df Don't use the present time extensions (but keep the code around for future experiments)
Seen some suspicious crashes on Poco F1.
2023-08-30 10:47:20 +02:00
Henrik Rydgård 572595cc7b Refactor: Lift the frame time history data up one level into thin3d 2023-08-16 11:45:26 +02:00
Henrik Rydgård e06e919624 VulkanRenderManager: Split finish and present (so we can inject a wait in between if desired). 2023-08-10 09:50:01 +02:00
Henrik Rydgård 86db91979f Turn off present-wait for now. Too many issues. 2023-08-08 15:07:44 +02:00
Henrik Rydgård 652cc6cd65 Race condition fix 2023-08-08 14:00:58 +02:00
Henrik Rydgård 8fec4fb02f wip 2023-08-08 13:26:27 +02:00
Henrik Rydgård a6b5340d97 Don't crash if VK_KHR_present_id / VK_KHR_present_wait are not exposed (but feature still reported available)
Fixes the new crash in #17858
2023-08-07 11:36:49 +02:00
Henrik Rydgård 0530dc57a8 Implement frame time measurement on Android using VK_GOOGLE_display_timing 2023-08-03 12:59:25 +02:00
Henrik Rydgård 9b038d6574 Vulkan: Show enabled extensions separately in sysinfo 2023-08-03 11:11:35 +02:00
Henrik Rydgård e16cac6548 Initial work on supporting VK_GOOGLE_display_timing. Not working yet. 2023-08-03 11:11:16 +02:00
Henrik Rydgård 14377259b5 Use VK_KHR_present_wait to get numbers on how much latency we have to screen
This extension is not available on Android, there they have
VK_GOOGLE_display_timing, which they also have an abstraction library
for, so will look at that later.

Early part of work on #17685
2023-08-02 20:34:22 +02:00