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rsx/gl/vulkan: Refactoring and partial vulkan rewrite
- Updates vulkan to use GPU vertex processing - Rewrites vulkan to buffer entire frames and present when first available to avoid stalls - Move more state into dynamic descriptors to reduce progam cache misses; Fix render pass conflicts before texture access - Discards incomplete cb at destruction to avoid refs to destroyed objects - Move set_viewport to the uninterruptible block before drawing in case cb is switched before we're ready - Manage frame contexts separately for easier async frame management - Avoid wasteful create-destroy cycles when sampling rtts
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11 changed files with 592 additions and 802 deletions
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@ -149,15 +149,10 @@ void GLVertexDecompilerThread::insertOutputs(std::stringstream & OS, const std::
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OS << "out vec4 front_spec_color;\n";
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}
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namespace
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{
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}
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void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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{
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insert_glsl_legacy_function(OS, glsl::glsl_vertex_program);
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glsl::insert_vertex_input_fetch(OS);
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glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4);
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std::string parameters = "";
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for (int i = 0; i < 16; ++i)
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