{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers

Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.

To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.

Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
This commit is contained in:
ReinUsesLisp 2020-04-28 02:14:11 -03:00
parent 1517cba8ca
commit fe931ac976
13 changed files with 57 additions and 16 deletions

View file

@ -89,10 +89,6 @@ public:
map->MarkAsWritten(true);
MarkRegionAsWritten(map->GetStart(), map->GetEnd() - 1);
}
} else {
if (map->IsWritten()) {
WriteBarrier();
}
}
return {ToHandle(block), static_cast<u64>(block->GetOffset(cpu_addr))};
@ -254,8 +250,6 @@ protected:
virtual BufferType ToHandle(const OwnerBuffer& storage) = 0;
virtual void WriteBarrier() = 0;
virtual OwnerBuffer CreateBlock(VAddr cpu_addr, std::size_t size) = 0;
virtual void UploadBlockData(const OwnerBuffer& buffer, std::size_t offset, std::size_t size,