Not crashing (but also likely not working) EDRAM emulation.
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@@ -47,6 +47,9 @@ class BaseFencedPool {
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}
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}
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// True if one or more batches are still pending on the GPU.
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bool has_pending() const { return pending_batch_list_head_ != nullptr; }
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// Checks all pending batches for completion and scavenges their entries.
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// This should be called as frequently as reasonable.
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void Scavenge() {
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@@ -10,3 +10,7 @@
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#include "xenia/ui/vulkan/vulkan.h"
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DEFINE_bool(vulkan_validation, false, "Enable Vulkan validation layers.");
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DEFINE_bool(vulkan_primary_queue_only, false,
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"Force the use of the primary queue, ignoring any additional that "
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"may be present.");
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@@ -30,5 +30,6 @@
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#define XELOGVK XELOGI
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DECLARE_bool(vulkan_validation);
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DECLARE_bool(vulkan_primary_queue_only);
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#endif // XENIA_UI_VULKAN_VULKAN_H_
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@@ -142,7 +142,7 @@ void VulkanContext::EndSwap() {
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}
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std::unique_ptr<RawImage> VulkanContext::Capture() {
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assert_always();
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// TODO(benvanik): read back swap chain front buffer.
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return nullptr;
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}
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@@ -129,6 +129,11 @@ bool VulkanDevice::Initialize(DeviceInfo device_info) {
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return false;
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}
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// Some tools *cough* renderdoc *cough* can't handle multiple queues.
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if (FLAGS_vulkan_primary_queue_only) {
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queue_count = 1;
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}
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VkDeviceQueueCreateInfo queue_info;
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queue_info.sType = VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO;
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queue_info.pNext = nullptr;
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