Commit message (Collapse) | Author | Files | Lines | ||
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2020-04-11 | renderer_vulkan: Drop Vulkan-Hpp | ReinUsesLisp | 1 | -3/+3 | |
2020-04-06 | Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing. | Fernando Sahmkow | 1 | -6/+1 | |
2020-03-15 | vk_rasterizer: Reimplement clears with vkCmdClearAttachments | ReinUsesLisp | 1 | -3/+3 | |
2020-03-13 | vk_shader_decompiler: Use registry for specialization | ReinUsesLisp | 1 | -0/+4 | |
2020-03-09 | video_core: Rename "const buffer locker" to "registry" | ReinUsesLisp | 1 | -2/+2 | |
2020-02-24 | vk_shader_decompiler: Implement indexed textures | ReinUsesLisp | 1 | -1/+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). | |||||
2020-01-07 | vk_pipeline_cache: Initial implementation | ReinUsesLisp | 1 | -1/+108 | |
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute). | |||||
2020-01-07 | vk_graphics_pipeline: Initial implementation | ReinUsesLisp | 1 | -0/+32 | |
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. | |||||
2020-01-07 | vk_compute_pipeline: Initial implementation | ReinUsesLisp | 1 | -0/+39 | |
This abstraction represents a Vulkan compute pipeline. | |||||
2020-01-07 | vk_pipeline_cache: Add file and define descriptor update template filler | ReinUsesLisp | 1 | -0/+22 | |
This function allows us to share code between compute and graphics pipelines compilation. |