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path: root/src/video_core/renderer_vulkan/vk_pipeline_cache.h (follow)
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* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-3/+3
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* Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow2020-04-061-6/+1
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-3/+3
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* vk_shader_decompiler: Use registry for specializationReinUsesLisp2020-03-131-0/+4
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* video_core: Rename "const buffer locker" to "registry"ReinUsesLisp2020-03-091-2/+2
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* vk_shader_decompiler: Implement indexed texturesReinUsesLisp2020-02-241-1/+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).
* vk_pipeline_cache: Initial implementationReinUsesLisp2020-01-071-1/+108
| | | | | Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
* vk_graphics_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+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.
* vk_compute_pipeline: Initial implementationReinUsesLisp2020-01-071-0/+39
| | | | This abstraction represents a Vulkan compute pipeline.
* vk_pipeline_cache: Add file and define descriptor update template fillerReinUsesLisp2020-01-071-0/+22
This function allows us to share code between compute and graphics pipelines compilation.