Commit message (Collapse) | Author | Age | Files | Lines | |
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* | gl_rasterizer: Remove dirty flags | ReinUsesLisp | 2020-02-28 | 1 | -5/+0 |
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* | 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. |