- Adds the same optimization/simplification steps to complex image
transfer routines. Whenever possible, multi-step transfers are collapsed
into a single operation.
- Queueing commands on the offloader is a good idea but unfortunately
page faults can still happen causing a cyclic dependency and eventual
deadlock. Characterized by a vk::wait_for_event timed out error
accompanied by severe hitching.
- Drain the fault-able commands before pushing a submit operation to the
queue. If a fault is in progress, bypass the queue system and submit
raw. Technically this is incorrect but there isn't much that can be
done about it right now.
- A few nagging issues remain, specifically that partial command stream
largely caused by poor synchronization structures for partial CS flush
and also the fact that occlusion map entries wait on a command buffer
and not an EID!
- Load into memory as straightforward BGRA
- Fixes a bug in vulkan caused by byte shuffling in blit engine vs shader access
- Removes the need for memory shuffling when transferring into a rendertarget
- Tagged eventIDs can be used to safely delete resources that are no
longer used
- TODO: Expand gc to collect images as well
- TODO: Fix the texture cache to avoid over-allocating image resources
- Just use a semaphore and let the driver handle it instead of manual framepacing.
We lose framepace control but drivers have matured in the past few years so it should work fine.
- Removes CPU-only transforms that broke GPU-side code.
-- Channels in GPU compute are laid out in cell-order, but CPU was uploading in favorable order and compensating with swizzles.
-- This leads to 2 different layouts depending on the location of the data (CPU vs GPU)
- Implement R8G8_R8B8 interleaved format decode
- General improvements
- Batch dma transfers whenever possible and do them in one go
- vk: Always ensure that queued dma transfers are visible to the GPU before they are needed by the host
Requires a little refactoring to allow proper communication of the commandbuffer state
- vk: Code cleanup, the simplified mechanism makes it so that its not necessary to pass tons of args to methods
- vk: Fixup - do not forcefully do dma transfers on sections in an invalidation zone! They may have been speculated correctly already
- Properly wait for the buffer transfer operation to finish before map/readback!
- Change vkFence to vkEvent which works more like a GL fence which is what is needed.
- Implement supporting methods and functions
- Do not destroy fence by immediately waiting after copying to dma buffer
- Blit operations do format conversion automatically which is NOT what we want!
- Scale onto temp buffer with similar format before performing data cast.