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2021-11-16TextureCache: fix rescaling in aliases and overlap joins.FernandoS271-9/+10
2021-11-16Video Core: fix building for GCC.Fernando Sahmkow1-6/+5
2021-11-16Vulkan Rasterizer: Fix clears on integer textures.FernandoS271-1/+33
2021-11-16TextureCache: Fix blitting filter in Vulkan and correct viewport/scissor calculation when downscaling.FernandoS271-5/+19
2021-11-16TextureCache: Base fixes on rescaling.Fernando Sahmkow1-1/+2
2021-11-16vk_rasterizer: Fix scaling on Y_NEGATEameerj1-3/+9
2021-11-16vk_rasterizer: Minor style changeReinUsesLisp1-2/+2
2021-11-16TextureCache: Modify Viewports/Scissors according to Rescale.Fernando Sahmkow1-30/+57
2021-10-23Vulran Rasterizer: address feedback.Fernando Sahmkow1-3/+5
2021-09-23Vulkan Rasterizer: Correct DepthBias/PolygonOffset on Vulkan.Fernando Sahmkow1-2/+12
2021-09-12vk_rasterizer: Fix dynamic StencilOp updating when two faces are enabledameerj1-6/+8
This function was incorrectly using the stencil_two_side_enable register when dynamically updating the StencilOp.
2021-08-21vk_rasterizer: Only clear depth and stencil buffers when set in attachment aspect maskameerj1-5/+6
Silences validation errors for clearing the depth/stencil buffers of framebuffer attachments that were not specified to have depth/stencil usage.
2021-08-05texture_cache: Address ameerj's reviewyzct123451-1/+1
2021-07-29vk_rasterizer: Flip viewport on Y_NEGATEReinUsesLisp1-2/+7
Matches OpenGL's behavior. I don't believe this register flips geometry, but we have to try to match behavior on both backends.
2021-07-23renderers: Fix clang formattingameerj1-1/+1
2021-07-23vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp1-13/+18
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
2021-07-23vk_graphics_pipeline: Implement line widthReinUsesLisp1-0/+9
2021-07-23shader: Unify shader stage typesReinUsesLisp1-2/+0
2021-07-23vk_rasterizer: Exit render passes on fragment barriersReinUsesLisp1-0/+1
2021-07-23vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp1-0/+56
Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
2021-07-23vk_rasterizer: Implement first indexReinUsesLisp1-2/+5
2021-07-23vk_pipeline_cache,shader_notify: Add shader notificationsReinUsesLisp1-1/+1
2021-07-23vk_rasterizer: Flush work on clear and dispatchesReinUsesLisp1-0/+3
2021-07-23vulkan: Enable depth bounds and use it conditionallyReinUsesLisp1-0/+5
Intel devices pre-Xe don't support this.
2021-07-23shader: Initial OpenGL implementationReinUsesLisp1-11/+0
2021-07-23vk_scheduler: Allow command submission on worker threadReinUsesLisp1-3/+4
This changes how Scheduler::Flush works. It queues the current command buffer to be sent to the GPU but does not do it immediately. The Vulkan worker thread takes care of that. Users will have to use Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior. Scheduler::Finish is unchanged. To avoid waiting on work never queued, Scheduler::Wait sends the current command buffer if that's what the caller wants to wait.
2021-07-23shader: Move pipeline cache logic to separate filesReinUsesLisp1-1/+1
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.
2021-07-23vk_rasterizer: Request outside render pass execution context for computeReinUsesLisp1-0/+1
2021-07-23shader: Implement SULD and SUSTReinUsesLisp1-1/+1
2021-07-23vk_compute_pass: Fix compute passesReinUsesLisp1-1/+0
2021-07-23vulkan: Build pipelines in parallel at runtimeReinUsesLisp1-13/+2
Wait from the worker thread for a pipeline to build before binding it to the command buffer. This allows queueing pipelines to multiple threads.
2021-07-23shader: Fix rasterizer integration order issuesReinUsesLisp1-1/+0
2021-07-23vk_pipeline_cache: Add pipeline cacheReinUsesLisp1-0/+5
2021-07-23shader: Add partial rasterizer integrationReinUsesLisp1-7/+40
2021-07-23shader: Initial support for textures and TEXReinUsesLisp1-1/+2
2021-07-23spirv: Add lower fp16 to fp32 passReinUsesLisp1-2/+0
2021-07-23shader: Primitive Vulkan integrationReinUsesLisp1-1/+22
2021-07-23shader: Remove old shader managementReinUsesLisp1-357/+4
2021-07-13vk_rasterizer: Only clear valid color attachmentsameerj1-2/+4
2021-07-13DMAEngine: Accelerate BufferClearFernando Sahmkow1-0/+5
2021-07-11accelerateDMA: Accelerate Buffer Copies.Fernando Sahmkow1-1/+12
2021-07-09Fence Manager: remove reference fencing.Fernando Sahmkow1-5/+2
2021-07-09Fence Manager: Force ordering on WFI.Fernando Sahmkow1-0/+4
2021-07-09Fence Manager: Add fences on Reference Count.Fernando Sahmkow1-0/+7
2021-07-04Texture Cache: Initial Implementation of Sparse Textures.Fernando Sahmkow1-0/+7
2021-06-01buffer_cache: Simplify uniform disabling logicameerj1-0/+4
2021-04-15common: Move settings to common from core.bunnei1-1/+1
- Removes a dependency on core and input_common from common.
2021-03-13renderer_vulkan: Accelerate ASTC decodingameerj1-1/+4
Co-Authored-By: Rodrigo Locatti <reinuseslisp@airmail.cc>
2021-02-16vk_rasterizer: Fix loading shader addresses twiceReinUsesLisp1-1/+0
This was recently introduced on a wrongly rebased commit.
2021-02-13fixed_pipeline_cache: Use dirty flags to lazily update keyReinUsesLisp1-6/+7
Use dirty flags to avoid building pipeline key from scratch on each draw call. This saves a bit of unnecesary work on each draw call.
2021-02-13video_core: Reimplement the buffer cacheReinUsesLisp1-536/+128
Reimplement the buffer cache using cached bindings and page level granularity for modification tracking. This also drops the usage of shared pointers and virtual functions from the cache. - Bindings are cached, allowing to skip work when the game changes few bits between draws. - OpenGL Assembly shaders no longer copy when a region has been modified from the GPU to emulate constant buffers, instead GL_EXT_memory_object is used to alias sub-buffers within the same allocation. - OpenGL Assembly shaders stream constant buffer data using glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In theory this should save one hash table resolve inside the driver compared to glBufferSubData. - A new OpenGL stream buffer is implemented based on fences for drivers that are not Nvidia's proprietary, due to their low performance on partial glBufferSubData calls synchronized with 3D rendering (that some games use a lot). - Most optimizations are shared between APIs now, allowing Vulkan to cache more bindings than before, skipping unnecesarry work. This commit adds the necessary infrastructure to use Vulkan object from OpenGL. Overall, it improves performance and fixes some bugs present on the old cache. There are still some edge cases hit by some games that harm performance on some vendors, this are planned to be fixed in later commits.
2021-01-15vulkan_memory_allocator: Add "download" memory usage hintReinUsesLisp1-1/+1
Allow users of the allocator to hint memory usage for downloads. This removes the non-descriptive boolean passed for "host visible" or not host visible memory commits, and uses an enum to hint device local, upload and download usages.
2021-01-15renderer_vulkan: Rename Vulkan memory manager to memory allocatorReinUsesLisp1-7/+7
"Memory manager" collides with the guest GPU memory manager, and a memory allocator sounds closer to what the abstraction aims to be.
2021-01-08vk_fence_manager: Use timeline semaphores instead of spin waitsReinUsesLisp1-2/+1
With timeline semaphores we can avoid creating objects. Instead of creating an event, grab the current tick from the scheduler and flush the current command buffer. When the fence has to be queried/waited, we can do so against the master semaphore instead of spinning on an event. If Vulkan supported NVN like events or fences, we could signal from the command buffer and wait for that without splitting things in two separate command buffers.
2021-01-04vk_rasterizer: Skip binding empty descriptor sets on computeReinUsesLisp1-2/+4
Fixes unit tests where compute shaders had no descriptors in the set, making Vulkan drivers crash when binding an empty set.
2021-01-04renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp1-1/+1
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp1-4/+4
The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
2020-12-31vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp1-1/+1
Allows sharing Vulkan wrapper code between different rendering backends.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-400/+300
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.3Lioncash1-7/+7
Cleans out the rest of the occurrences of variable shadowing and makes any further occurrences of shadowing compiler errors.
2020-12-05video_core: Resolve more variable shadowing scenarios pt.2Lioncash1-9/+8
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-10-13vk_graphics_pipeline: Manage primitive topology as fixed stateReinUsesLisp1-11/+0
Vulkan has requirements for primitive topologies that don't play nicely with yuzu's. Since it's only 4 bits, we can move it to fixed state without changing the size of the pipeline key. - Fixes a regression on recent Nvidia drivers on Fire Emblem: Three Houses.
2020-09-19renderer_vulkan: Make unconditional use of VK_KHR_timeline_semaphoreReinUsesLisp1-11/+8
This reworks how host<->device synchronization works on the Vulkan backend. Instead of "protecting" resources with a fence and signalling these as free when the fence is known to be signalled by the host GPU, use timeline semaphores. Vulkan timeline semaphores allow use to work on a subset of D3D12 fences. As far as we are concerned, timeline semaphores are a value set by the host or the device that can be waited by either of them. Taking advantange of this, we can have a monolithically increasing atomic value for each submission to the graphics queue. Instead of protecting resources with a fence, we simply store the current logical tick (the atomic value stored in CPU memory). When we want to know if a resource is free, it can be compared to the current GPU tick. This greatly simplifies resource management code and the free status of resources should have less false negatives. To workaround bugs in validation layers, when these are attached there's a thread waiting for timeline semaphores.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-75/+53
Now that the GPU is initialized when video backends are initialized, it's no longer needed to query components once the game is running: it can be done when yuzu is booting. This allows us to pass components between constructors and in the process remove all Core::System references in the video backend.
2020-08-21vk_state_tracker: Fix primitive topologyReinUsesLisp1-2/+2
State track the current primitive topology with a regular comparison instead of using dirty flags. This fixes a bug in dirty flags for this particular state and it also avoids unnecessary state changes as this property is stored in a frequently changed bit field.
2020-08-16move thread 1/4 count computation into allocate workers methodameerj1-11/+1
2020-08-16Address feedback, add shader compile notifier, update setting textameerj1-12/+7
2020-08-16Address feedback. Bruteforce delete duplicatesameerj1-8/+10
2020-08-16Vk Async pipeline compilationameerj1-2/+25
2020-08-03vulkan: Silence more -Wmissing-field-initializer warningsLioncash1-2/+7
2020-07-21vk_rasterizer: Remove unused variable in Clear()Lioncash1-4/+0
The relevant values are already assigned further down in the lambda, so this can be removed entirely.
2020-07-17vk_rasterizer: Make use of designated initializers where applicableLioncash1-41/+47
2020-07-10vk_rasterizer: Pass <pSizes> to CmdBindVertexBuffers2EXTReinUsesLisp1-6/+6
This has been fixed in Nvidia's public beta driver 451.74. The previous beta driver will be broken, people using these will have to update.
2020-06-27vk_rasterizer: Use nullptr for <pSizes> in CmdBindVertexBuffers2EXTReinUsesLisp1-6/+6
Disable this temporarily.
2020-06-27vk_pipeline_cache: Avoid hashing and comparing dynamic state when possibleReinUsesLisp1-1/+1
With extended dynamic states, some bytes don't have to be collected from the pipeline key, hence we can avoid hashing and comparing them on lookups.
2020-06-27vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp1-44/+210
2020-06-27fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp1-18/+2
This moves dynamic state present in VK_EXT_extended_dynamic_state to a separate structure in FixedPipelineState. This is structure is at the bottom allowing us to hash and memcmp only when the extension is not supported.
2020-06-24gl_buffer_cache: Mark buffers as residentReinUsesLisp1-14/+17
Make stream buffer and cached buffers as resident and query their address. This allows us to use GPU addresses for several proprietary Nvidia extensions.
2020-06-18vk_rasterizer: Don't preserve contents on full screen clearsReinUsesLisp1-6/+54
There's no need to load contents from the CPU when a clear resets all the contents of the underlying memory. This is already implemented on OpenGL and the texture cache.
2020-06-18vk_update_descriptor: Upload descriptor sets data directlyReinUsesLisp1-2/+2
Instead of copying to a temporary payload before sending the update task to the worker thread, insert elements to the payload directly.
2020-06-18vk_rasterizer: BindTransformFeedbackBuffersEXT accepts a size of type VkDeviceSizeMerryMage1-1/+1
2020-06-08texture_cache: Implement rendering to 3D texturesReinUsesLisp1-4/+5
This allows rendering to 3D textures with more than one slice. Applications are allowed to render to more than one slice of a texture using gl_Layer from a VTG shader. This also requires reworking how 3D texture collisions are handled, for now, this commit allows rendering to slices but not to miplevels. When a render target attempts to write to a mipmap, we fallback to the previous implementation (copying or flushing as needed). - Fixes color correction 3D textures on UE4 games (rainbow effects). - Allows Xenoblade games to render to 3D textures directly.
2020-06-07vk_pipeline_cache: Use generic shader cacheReinUsesLisp1-3/+4
Trivial port the generic shader cache to Vulkan.
2020-06-05shader/texture: Join separate image and sampler pairs offlineReinUsesLisp1-0/+11
Games using D3D idioms can join images and samplers when a shader executes, instead of baking them into a combined sampler image. This is also possible on Vulkan. One approach to this solution would be to use separate samplers on Vulkan and leave this unimplemented on OpenGL, but we can't do this because there's no consistent way of determining which constant buffer holds a sampler and which one an image. We could in theory find the first bit and if it's in the TIC area, it's an image; but this falls apart when an image or sampler handle use an index of zero. The used approach is to track for a LOP.OR operation (this is done at an IR level, not at an ISA level), track again the constant buffers used as source and store this pair. Then, outside of shader execution, join the sample and image pair with a bitwise or operation. This approach won't work on games that truly use separate samplers in a meaningful way. For example, pooling textures in a 2D array and determining at runtime what sampler to use. This invalidates OpenGL's disk shader cache :) - Used mostly by D3D ports to Switch
2020-06-02vk_rasterizer: Implement storage texelsReinUsesLisp1-10/+38
This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
2020-05-29vk_rasterizer: Skip transform feedbacks when extension is unavailableReinUsesLisp1-0/+7
Avoids calling transform feedback procedures when VK_EXT_transform_feedback is not available.
2020-05-16vk_rasterizer: Match OpenGL's FlushAndInvalidate behaviorReinUsesLisp1-1/+3
Match OpenGL's behavior. This can fix or simplify bisecting issues on Vulkan.
2020-05-13vk_rasterizer: Implement constant attributesReinUsesLisp1-1/+1
Constant attributes (in OpenGL known disabled attributes) are not supported on Vulkan, even with extensions. To emulate this behavior we return zero on reads from disabled vertex attributes in shader code. This has no caching cost because attribute formats are not dynamic state on Vulkan and we have to store it in the pipeline cache anyway. - Fixes Animal Crossing: New Horizons terrain borders
2020-05-13vk_rasterizer: Remove buffer check in attribute selectionReinUsesLisp1-4/+0
This was a left over from OpenGL when disabled buffers where not properly emulated. We no longer have to assert this as it is checked in vertex buffer initialization.
2020-05-10VideoCore: Use SyncGuestMemory mechanism for Shader/Pipeline Cache invalidation.Fernando Sahmkow1-2/+2
2020-04-29vulkan: Remove unnecessary includesLioncash1-2/+0
Reduces some header churn and reduces rebuilds when some header internals change. While we're at it we can also resolve a missing include in buffer_cache.
2020-04-28vk_rasterizer: Skip index buffer setup when vertices are zeroReinUsesLisp1-0/+3
Xenoblade 2 invokes a draw call with zero vertices. This is likely due to indirect drawing (glDrawArraysIndirect). This causes a crash in the staging buffer pool when trying to create a buffer with a size of zero. To workaround this, skip index buffer setup entirely when the number of indices is zero.
2020-04-28{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp1-1/+21
Drop MemoryBarrier from the buffer cache and use Maxwell3D's register WaitForIdle. To implement this on OpenGL we just call glMemoryBarrier with the necessary bits. Vulkan lacks this synchronization primitive, so we set an event and immediately wait for it. This is not a pretty solution, but it's what Vulkan can do without submitting the current command buffer to the queue (which ends up being more expensive on the CPU).
2020-04-27texture_cache: Reintroduce preserve_contents accuratelyReinUsesLisp1-2/+2
This reverts commit 94b0e2e5dae4e0bd0021ac2d8fe1ff904a93ee69. preserve_contents proved to be a meaningful optimization. This commit reintroduces it but properly implemented on OpenGL. We have to make sure the clear removes all the previous contents of the image. It's not currently implemented on Vulkan because we can do smart things there that's preferred to be introduced in a separate commit.
2020-04-25vk_rasterizer: Pack texceptions and color formats on invalid formatsReinUsesLisp1-4/+18
Sometimes for unknown reasons NVN games can bind a render target format of 0. This may be a yuzu bug. With the commits before this the formats were specified without being "packed", assuming all formats and texceptions will be written like in the color_attachments vector. To address this issue, iterate all render targets and pack them as they are valid. This way they will match color_attachments. - Fixes validation errors and graphical issues on Breath of the Wild.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp1-7/+6
2020-04-23vk_rasterizer: Fix framebuffer creation validation errorsReinUsesLisp1-2/+4
Framebuffer creation was ignoring the number of color attachments.
2020-04-23vk_pipeline_cache: Unify pipeline cache keys into a single operationReinUsesLisp1-6/+10
This allows us to call Common::CityHash and std::memcmp only once for GraphicsPipelineCacheKey. While we are at it, do the same for compute.
2020-04-23vk_renderpass_cache: Pack renderpass cache key to 12 bytesReinUsesLisp1-21/+8
2020-04-22Async GPU: Correct flushing behavior to be similar to old async GPU behavior.Fernando Sahmkow1-0/+4
2020-04-22Address Feedback.Fernando Sahmkow1-1/+1
2020-04-22vk_fence_manager: Initial implementationReinUsesLisp1-12/+4
2020-04-22OpenGL: Guarantee writes to Buffers.Fernando Sahmkow1-2/+0
2020-04-22GPU: Implement Flush Requests for Async mode.Fernando Sahmkow1-0/+4
2020-04-22FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow1-2/+14
2020-04-22Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow1-0/+25
2020-04-22ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow1-0/+4
2020-04-22BufferCache: Implement OnCPUWrite and SyncGuestHostFernando Sahmkow1-2/+2
2020-04-22GPU: Refactor synchronization on Async GPUFernando Sahmkow1-0/+14
2020-04-22vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp1-3/+33
Introduce a default buffer getter that lazily constructs an empty buffer. This is intended to match OpenGL's buffer 0. Use this for disabled vertex and uniform buffers. While we are at it, include vertex buffer usages for staging buffers to silence validation errors.
2020-04-22gl_rasterizer: Fix buffers without sizeReinUsesLisp1-3/+3
On NVN buffers can be enabled but have no size. According to deko3d and the behavior we see in Animal Crossing: New Horizons these buffers get the special address of 0x1000 and limit themselves to 0xfff. Implement buffers without a size by binding a null buffer to OpenGL without a side. https://github.com/devkitPro/deko3d/blob/1d1930beea093b5a663419e93b0649719a3ca5da/source/maxwell/gpu_3d_vbo.cpp#L62-L63
2020-04-20Initialize quad_indexed_pass before uint8_passAmit Prakash Ambasta1-1/+1
Fixes Werror=reorder in gcc
2020-04-19fixed_pipeline_state: Pack attribute stateReinUsesLisp1-10/+10
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-17vk_compute_pass: Implement indexed quadsReinUsesLisp1-4/+13
Implement indexed quads (GL_QUADS used with glDrawElements*) with a compute pass conversion. The compute shader converts from uint8/uint16/uint32 indices to uint32. The format is passed through push constants to avoid having different variants of the same shader. - Used by Fast RMX - Used by Xenoblade Chronicles 2 (it still has graphical due to synchronization issues on Vulkan)
2020-04-16buffer_cache: Return handles instead of pointer to handlesReinUsesLisp1-17/+13
The original idea of returning pointers is that handles can be moved. The problem is that the implementation didn't take that in mind and made everything harder to work with. This commit drops pointer to handles and returns the handles themselves. While it is still true that handles can be invalidated, this way we get an old handle instead of a dangling pointer. This problem can be solved in the future with sparse buffers.
2020-04-14vk_rasterizer: Default to 1 viewports with a size of 0ReinUsesLisp1-3/+6
Silence validation layer errors.
2020-04-13renderer_vulkan: Remove Nvidia checkpointsReinUsesLisp1-10/+0
2020-04-11texture_cache: Remove preserve_contentsReinUsesLisp1-2/+2
preserve_contents was always true. We can't assume we don't have to preserve clears because scissored and color masked clears exist. This removes preserve_contents and assumes it as true at all times.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-138/+147
2020-04-09VkRasterizer: Eliminate Legacy code.Fernando Sahmkow1-1/+0
2020-04-08Memory: Address Feedback.Fernando Sahmkow1-2/+2
2020-04-06Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow1-2/+1
2020-04-06Query Cache: Use VAddr instead of physical memory for adressing.Fernando Sahmkow1-2/+2
2020-04-06Buffer Cache: Use vAddr instead of physical memory.Fernando Sahmkow1-2/+2
2020-04-06Texture Cache: Use vAddr instead of physical memory for caching.Fernando Sahmkow1-4/+3
2020-04-06GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow1-10/+18
2020-03-19vk_rasterizer: Remove unused variableReinUsesLisp1-2/+0
2020-03-15vk_rasterizer: Implement layered clearsReinUsesLisp1-2/+2
2020-03-15vk_rasterizer: Fix vertex range assertReinUsesLisp1-1/+1
End can be equal to start in CalculateVertexArraysSize. This is quite common when the vertex size is zero.
2020-03-15vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp1-40/+46
2020-03-13vk_rasterizer: Implement transform feedback binding zeroReinUsesLisp1-0/+42
2020-03-08vk_reasterizer: fix mistype on SetupGraphicsImagesNguyen Dac Nam1-1/+1
This should use Maxwell3D engine. Fixed some GPU error on Kirby and maybe other games.
2020-03-06vk_rasterizer: Support disabled uniform buffersReinUsesLisp1-0/+7
2020-02-28vk_rasterizer: Pass Maxwell registers to dynamic updatesReinUsesLisp1-20/+15
2020-02-28vk_state_tracker: Implement dirty flags for stencil propertiesReinUsesLisp1-0/+3
2020-02-28vk_state_tracker: Implement dirty flags for depth boundsReinUsesLisp1-0/+3
2020-02-28vk_state_tracker: Implement dirty flags for blend constantsReinUsesLisp1-0/+3
2020-02-28vk_state_tracker: Implement dirty flags for depth biasReinUsesLisp1-0/+3
2020-02-28vk_state_tracker: Implement dirty flags for scissorsReinUsesLisp1-0/+3
2020-02-28vk_state_tracker: Initial implementationReinUsesLisp1-3/+14
Add support for render targets and viewports.
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-27/+1
2020-02-24vk_shader_decompiler: Implement indexed texturesReinUsesLisp1-7/+14
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).
2020-02-16texture_cache: Implement layered framebuffer attachmentsReinUsesLisp1-8/+9
Layered framebuffer attachments is a feature that allows applications to write attach layered textures to a single attachment. What layer the fragments are written to is decided from the shader using gl_Layer.
2020-02-14maxwell_3d: Unify draw methodsReinUsesLisp1-10/+0
Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
2020-02-14vk_query_cache: Implement generic query cache on VulkanReinUsesLisp1-1/+20
2020-02-04vk_rasterizer: Use noexcept variants of std::bitsetReinUsesLisp1-4/+5
Removes bounds checking from "texceptions" instances.
2020-01-18vk_rasterizer: Address feedbackReinUsesLisp1-22/+28
2020-01-17vk_rasterizer: Implement Vulkan's rasterizerReinUsesLisp1-0/+1135
This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes care of joining all parts of the backend and rendering accordingly on demand.