Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 2020-04-06 | 1 | -18/+20 |
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* | vk_pipeline_cache: Remove unused variable | ReinUsesLisp | 2020-03-19 | 1 | -1/+0 |
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* | vk_rasterizer: Reimplement clears with vkCmdClearAttachments | ReinUsesLisp | 2020-03-15 | 1 | -2/+3 |
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* | vk_shader_decompiler: Use registry for specialization | ReinUsesLisp | 2020-03-13 | 1 | -10/+7 |
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* | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 2020-03-09 | 1 | -2/+2 |
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* | Merge pull request #3301 from ReinUsesLisp/state-tracker | Rodrigo Locatti | 2020-03-09 | 1 | -5/+0 |
|\ | | | | | video_core: Remove gl_state and use a state tracker based on dirty flags | ||||
| * | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -5/+0 |
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* | | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | 2020-02-24 | 1 | -35/+64 |
|/ | | | | | | | 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_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | 2020-01-24 | 1 | -3/+0 |
| | | | | | | | | | Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. | ||||
* | vk_pipeline_cache: Initial implementation | ReinUsesLisp | 2020-01-07 | 1 | -0/+352 |
| | | | | | Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute). | ||||
* | vk_pipeline_cache: Add file and define descriptor update template filler | ReinUsesLisp | 2020-01-07 | 1 | -0/+43 |
This function allows us to share code between compute and graphics pipelines compilation. |