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* Merge pull request #3653 from ReinUsesLisp/nsight-aftermathFernando Sahmkow2020-04-221-0/+2
|\ | | | | renderer_vulkan: Integrate Nvidia Nsight Aftermath on Windows
| * renderer_vulkan: Integrate Nvidia Nsight Aftermath on WindowsReinUsesLisp2020-04-141-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Adds optional support for Nsight Aftermath. It is enabled through ENABLE_NSIGHT_AFTERMATH in cmake. A path to the SDK has to be provided by the environment variable NSIGHT_AFTERMATH_SDK. Nsight Aftermath allows an application to generate "minidumps" of the GPU state when a device loss happens. By analysing these on Nsight we can know what a game was doing and why it triggered a device loss. The dump is generated inside %APPDATA%\yuzu\log\gpucrash and this directory is deleted every time a new instance is initialized with Nsight enabled. To enable it on yuzu there has a to be a driver and device capable of running Nsight Aftermath on Vulkan. That means only Turing based GPUs on the latest stable driver, beta drivers won't work for now. It is manually enabled in Configuration>Debug>Enable Graphics Debugging because when using all debugging capabilities there is a runtime cost.
* | fixed_pipeline_state: Pack blending stateReinUsesLisp2020-04-191-16/+15
| | | | | | | | Reduce FixedPipelineState's size to 364 bytes.
* | fixed_pipeline_state: Pack rasterizer stateReinUsesLisp2020-04-191-7/+5
| | | | | | | | Reduce FixedPipelineState's size to 600 bytes.
* | fixed_pipeline_state: Pack depth stencil stateReinUsesLisp2020-04-191-10/+10
| | | | | | | | Reduce FixedPipelineState's size to 632 bytes.
* | fixed_pipeline_state: Pack attribute stateReinUsesLisp2020-04-191-11/+17
|/ | | | Reduce FixedPipelineState's size from 1384 to 664 bytes
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-132/+246
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* vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-2/+1
| | | | | | | Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V).
* vk_graphics_pipeline: Set front facing properlyReinUsesLisp2020-01-181-2/+1
| | | | | | Front face was being forced to a certain value when cull face is disabled. Set a default value on initialization and drop the forcefully set front facing value with culling disabled.
* vk_graphics_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+271
This abstractio represents the state of the 3D engine at a given draw. Instead of changing individual bits of the pipeline how it's done in APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put everything together into a single, immutable object. It takes advantage of the few dynamic states Vulkan offers.