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Keep a shared work command buffer open across logical GPU operations and submit it at the existing synchronization boundary. Co-authored-by: Martin Penkava <mpenkava1337@gmail.com>
24 lines
1.2 KiB
Markdown
24 lines
1.2 KiB
Markdown
# Martin Penkava PR #16: Vulkan command-buffer batching
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Last evaluated: 2026-07-14
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| Item | Value |
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| --- | --- |
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| Head repository/branch | `shaneomac1337/psxrecomp`, `smackdown2-fixes` (submitted as `mstan/psxrecomp` PR #16) |
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| Source commit | `d05d14bb11caafad2963abe824f249249a80cb11` |
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| Source author | Martin Penkava `<mpenkava1337@gmail.com>` |
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| Local base | `7085721afe338a03cb114321a3576cdff420b732` (`origin/master`) |
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| Local branch | `perf/pr16-vulkan-command-buffer-batching-mpenkava` |
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## Included scope
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Records the backend's small logical work operations into one open Vulkan command buffer and submits that buffer at the existing GPU synchronization point. This removes hundreds of per-operation command-buffer submissions while retaining command recording order and existing image barriers.
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## Deliberate exclusions
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- Persistent staging allocation reuse and present-mode policy are isolated on separate branches.
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- Present timing telemetry and the earlier `PSX_VK_*` WIP diagnostics are excluded.
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- CRT shaders, CRT pipeline objects, screen-kind routing, and game-specific data are excluded.
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The source commit has no secondary co-author trailer; only Martin Penkava is credited in the local commit trailer.
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