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path: root/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp (follow)
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* vk_pipeline_cache: Remove unused variableReinUsesLisp2020-03-191-1/+0
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-2/+3
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* vk_shader_decompiler: Use registry for specializationReinUsesLisp2020-03-131-10/+7
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* video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-091-2/+2
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* Merge pull request #3301 from ReinUsesLisp/state-trackerRodrigo Locatti2020-03-091-5/+0
|\ | | | | video_core: Remove gl_state and use a state tracker based on dirty flags
| * gl_rasterizer: Remove dirty flagsReinUsesLisp2020-02-281-5/+0
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* | vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-35/+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 targetsReinUsesLisp2020-01-241-3/+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 implementationReinUsesLisp2020-01-071-0/+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 fillerReinUsesLisp2020-01-071-0/+43
This function allows us to share code between compute and graphics pipelines compilation.