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Change AddNonGraphicsPass
to AddOutsideRpCommand
The terminology "Non-Graphics pass" was deemed to be fairly inaccurate since it simply covered all Vulkan commands (not "passes") outside the render-pass scope, these may be graphical operations such as blits and therefore it is more accurate to use the new terminology of "Outside-RenderPass command" due to the lack of such an implication while being consistent with the Vulkan specification.
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@ -53,14 +53,14 @@ namespace skyline::gpu::interconnect {
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bool newRenderPass{CreateRenderPass(renderArea)};
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bool newRenderPass{CreateRenderPass(renderArea)};
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renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
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renderPass->AddSubpass(inputAttachments, colorAttachments, depthStencilAttachment ? &*depthStencilAttachment : nullptr);
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if (newRenderPass)
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if (newRenderPass)
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nodes.emplace_back(std::in_place_type_t<node::SubpassFunctionNode>(), std::forward<std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>>(function));
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nodes.emplace_back(std::in_place_type_t<node::SubpassFunctionNode>(), std::forward<decltype(function)>(function));
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else
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else
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), std::forward<std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>>(function));
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), std::forward<decltype(function)>(function));
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}
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}
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void CommandExecutor::AddNonGraphicsPass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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void CommandExecutor::AddOutsideRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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// End render pass
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if (renderPass) {
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if (renderPass) {
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// End render pass, if we're in one
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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renderPass = nullptr;
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renderPass = nullptr;
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subpassCount = 0;
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subpassCount = 0;
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@ -74,9 +74,9 @@ namespace skyline::gpu::interconnect {
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void AddClearDepthStencilSubpass(TextureView *attachment, const vk::ClearDepthStencilValue &value);
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void AddClearDepthStencilSubpass(TextureView *attachment, const vk::ClearDepthStencilValue &value);
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/**
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/**
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* @brief Adds a non graphics pass that can be used to execute arbitrary commands outside of a render pass
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* @brief Adds a command that needs to be executed outside the scope of a render pass
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*/
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*/
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void AddNonGraphicsPass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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void AddOutsideRpCommand(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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/**
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* @brief Execute all the nodes and submit the resulting command buffer to the GPU
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* @brief Execute all the nodes and submit the resulting command buffer to the GPU
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@ -714,7 +714,7 @@ namespace skyline::gpu::interconnect {
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auto constantBuffer{GetConstantBufferSelector().value()};
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auto constantBuffer{GetConstantBufferSelector().value()};
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constantBuffer.Write(data, offset);
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constantBuffer.Write(data, offset);
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executor.AddNonGraphicsPass([view = constantBuffer.view, data, offset](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &) {
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executor.AddOutsideRpCommand([view = constantBuffer.view, data, offset](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &cycle, GPU &) {
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std::scoped_lock lock{view};
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std::scoped_lock lock{view};
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commandBuffer.updateBuffer<u32>(view.bufferDelegate->buffer->GetBacking(), offset, vk::ArrayProxy(1, &data));
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commandBuffer.updateBuffer<u32>(view.bufferDelegate->buffer->GetBacking(), offset, vk::ArrayProxy(1, &data));
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});
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});
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