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Commonise full pipeline barrier recording
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a65aa28df2
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@ -13,6 +13,15 @@
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#include <nce.h>
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namespace skyline::gpu::interconnect {
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static void RecordFullBarrier(vk::raii::CommandBuffer &commandBuffer) {
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commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, vk::MemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.dstAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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}, {}, {}
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);
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}
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CommandRecordThread::CommandRecordThread(const DeviceState &state)
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: state{state},
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incoming{1U << *state.settings->executorSlotCountScale},
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@ -437,12 +446,7 @@ namespace skyline::gpu::interconnect {
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void CommandExecutor::AddFullBarrier() {
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AddOutsideRpCommand([](vk::raii::CommandBuffer &commandBuffer, const std::shared_ptr<FenceCycle> &, GPU &) {
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commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, vk::MemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.dstAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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}, {}, {}
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);
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RecordFullBarrier(commandBuffer);
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});
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}
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@ -516,12 +520,7 @@ namespace skyline::gpu::interconnect {
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slot->WaitReady();
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// We need this barrier here to ensure that resources are in the state we expect them to be in, we shouldn't overwrite resources while prior commands might still be using them or read from them while they might be modified by prior commands
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slot->commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, vk::MemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.dstAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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}, {}, {}
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);
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RecordFullBarrier(slot->commandBuffer);
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boost::container::small_vector<FenceCycle *, 8> chainedCycles;
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for (const auto &texture : ranges::views::concat(attachedTextures, preserveAttachedTextures)) {
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@ -537,12 +536,7 @@ namespace skyline::gpu::interconnect {
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}
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// Wait on texture syncs to finish before beginning the cmdbuf
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slot->commandBuffer.pipelineBarrier(
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vk::PipelineStageFlagBits::eAllCommands, vk::PipelineStageFlagBits::eAllCommands, {}, vk::MemoryBarrier{
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.srcAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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.dstAccessMask = vk::AccessFlagBits::eMemoryRead | vk::AccessFlagBits::eMemoryWrite,
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}, {}, {}
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);
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RecordFullBarrier(slot->commandBuffer);
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}
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for (const auto &attachedBuffer : ranges::views::concat(attachedBuffers, preserveAttachedBuffers)) {
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