renderer_vulkan: Rewrite descriptor set management and various small fixes (#77)
* renderer_vulkan: Remove vulkan prefix in SetObjectName * renderer_vulkan: Rename renderpass cache to render manager * It is no longer just a cache * renderer_vulkan: Rewrite descriptor management * Switch to batched vkUpdateDescriptorSets from cached descriptor sets with templates * vk_master_semaphore: Remove waitable atomic * These are buggy on some platforms and regular condition_variables are faster most of the time * vk_texture_runtime.cpp: remove outdated references * vk_render_manager: Minor cleanups and rename to RenderManager * It is no longer just a renderpass cache * Revert variable name change from render_manager back to renderpass_cache --------- Co-authored-by: GPUCode <geoster3d@gmail.com>
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@@ -385,7 +385,7 @@ std::vector<FileUtil::FSTEntry> CustomTexManager::GetTextures(u64 title_id) {
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}
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void CustomTexManager::CreateWorkers() {
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const std::size_t num_workers = std::max(std::thread::hardware_concurrency(), 2U) - 1;
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const std::size_t num_workers = std::max(std::thread::hardware_concurrency(), 2U) >> 1;
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workers = std::make_unique<Common::ThreadWorker>(num_workers, "Custom textures");
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}
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