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https://github.com/dolphin-emu/dolphin.git
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Vulkan: Replace explicit command buffer submits with wrapper function
Should we ever introduce anything else that has to be done when a command buffer is executed (e.g. invalidating constants from previous commit), we don't have to update all the callers.
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3adeacb78d
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@ -738,9 +738,7 @@ bool FramebufferManager::PopulateColorReadbackTexture()
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}
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// Wait until the copy is complete.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map to host memory.
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if (!m_color_readback_texture->IsMapped() && !m_color_readback_texture->Map())
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@ -822,9 +820,7 @@ bool FramebufferManager::PopulateDepthReadbackTexture()
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}
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// Wait until the copy is complete.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map to host memory.
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if (!m_depth_readback_texture->IsMapped() && !m_depth_readback_texture->Map())
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@ -1212,7 +1208,7 @@ void FramebufferManager::DrawPokeVertices(const EFBPokeVertex* vertices, size_t
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{
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// Kick a command buffer first.
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WARN_LOG(VIDEO, "Kicking command buffer due to no EFB poke space.");
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Util::ExecuteCurrentCommandsAndRestoreState(true);
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Util::ExecuteCurrentCommandsAndRestoreState(false);
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command_buffer = g_command_buffer_mgr->GetCurrentCommandBuffer();
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if (!m_poke_vertex_stream_buffer->ReserveMemory(vertices_size, sizeof(EfbPokeData), true, true,
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@ -326,6 +326,7 @@ void Renderer::BeginFrame()
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// Ensure that the state tracker rebinds everything, and allocates a new set
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// of descriptors out of the next pool.
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->InvalidateConstants();
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StateTracker::GetInstance()->SetPendingRebind();
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}
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@ -710,11 +710,7 @@ bool StateTracker::Bind(bool rebind_all /*= false*/)
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{
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// We can fail to allocate descriptors if we exhaust the pool for this command buffer.
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WARN_LOG(VIDEO, "Failed to get a descriptor set, executing buffer");
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// Try again after executing the current buffer.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, false);
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InvalidateDescriptorSets();
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SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, false);
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if (!UpdateDescriptorSet())
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{
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// Something strange going on.
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@ -777,10 +773,7 @@ void StateTracker::OnDraw()
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m_scheduled_command_buffer_kicks.end(), m_draw_counter))
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{
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// Kick a command buffer on the background thread.
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EndRenderPass();
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g_command_buffer_mgr->ExecuteCommandBuffer(true, false);
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InvalidateDescriptorSets();
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SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(true);
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}
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}
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@ -145,10 +145,10 @@ void TextureCache::CopyEFB(u8* dst, u32 format, u32 native_width, u32 bytes_per_
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else
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src_texture = FramebufferManager::GetInstance()->ResolveEFBColorTexture(region);
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// End render pass before barrier (since we have no self-dependencies)
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// End render pass before barrier (since we have no self-dependencies).
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// The barrier has to happen after the render pass, not inside it, as we are going to be
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// reading from the texture immediately afterwards.
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StateTracker::GetInstance()->EndRenderPass();
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StateTracker::GetInstance()->SetPendingRebind();
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->OnReadback();
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// Transition to shader resource before reading.
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@ -666,9 +666,7 @@ bool TextureCache::TCacheEntry::Save(const std::string& filename, unsigned int l
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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// Block until the GPU has finished copying to the staging texture.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Map the staging texture so we can copy the contents out.
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if (staging_texture->Map())
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@ -121,9 +121,7 @@ void TextureEncoder::EncodeTextureToRam(VkImageView src_texture, u8* dest_ptr, u
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render_width, render_height, 0, 0);
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// Block until the GPU has finished copying to the staging texture.
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g_command_buffer_mgr->ExecuteCommandBuffer(false, true);
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StateTracker::GetInstance()->InvalidateDescriptorSets();
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StateTracker::GetInstance()->SetPendingRebind();
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Util::ExecuteCurrentCommandsAndRestoreState(false, true);
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// Copy from staging texture to the final destination, adjusting pitch if necessary.
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m_download_texture->ReadTexels(0, 0, render_width, render_height, dest_ptr, memory_stride);
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