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* vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-0/+10
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* fixed_pipeline_state: Add requirements for VK_EXT_extended_dynamic_stateReinUsesLisp2020-06-271-2/+1
| | | | | | | 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.
* vk_rasterizer: Don't preserve contents on full screen clearsReinUsesLisp2020-06-181-1/+4
| | | | | | 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.
* Merge pull request #3986 from ReinUsesLisp/shader-cachebunnei2020-06-131-1/+1
|\ | | | | shader_cache: Implement a generic runtime shader cache
| * vk_pipeline_cache: Use generic shader cacheReinUsesLisp2020-06-071-1/+1
| | | | | | | | Trivial port the generic shader cache to Vulkan.
* | vk_rasterizer: Implement storage texelsReinUsesLisp2020-06-021-4/+12
|/ | | | | | This is the equivalent of an image buffer on OpenGL. - Used by Octopath Traveler
* Merge pull request #3808 from ReinUsesLisp/wait-for-idlebunnei2020-05-031-0/+2
|\ | | | | {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
| * {maxwell_3d,buffer_cache}: Implement memory barriers using 3D registersReinUsesLisp2020-04-281-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | 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).
* | vulkan: Remove unnecessary includesLioncash2020-04-291-1/+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.
* Merge pull request #3753 from ReinUsesLisp/ac-vulkanRodrigo Locatti2020-04-261-0/+6
|\ | | | | {gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
| * vk_rasterizer: Add lazy default buffer maker and use it for empty buffersReinUsesLisp2020-04-221-0/+6
| | | | | | | | | | | | | | | | | | | | 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.
* | vk_fence_manager: Initial implementationReinUsesLisp2020-04-221-0/+2
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* | FenceManager: Manage syncpoints and rename fences to semaphores.Fernando Sahmkow2020-04-221-1/+2
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* | Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan.Fernando Sahmkow2020-04-221-0/+2
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* | ThreadManager: Sync async reads on accurate gpu.Fernando Sahmkow2020-04-221-0/+1
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* | GPU: Refactor synchronization on Async GPUFernando Sahmkow2020-04-221-0/+2
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* vk_compute_pass: Implement indexed quadsReinUsesLisp2020-04-171-0/+1
| | | | | | | | | | | | | 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)
* renderer_vulkan: Drop Vulkan-HppReinUsesLisp2020-04-111-8/+7
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* GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddrFernando Sahmkow2020-04-061-3/+3
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* vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp2020-03-151-0/+1
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* vk_rasterizer: Implement transform feedback binding zeroReinUsesLisp2020-03-131-0/+4
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* vk_rasterizer: Pass Maxwell registers to dynamic updatesReinUsesLisp2020-02-281-6/+6
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* vk_state_tracker: Initial implementationReinUsesLisp2020-02-281-1/+4
| | | | Add support for render targets and viewports.
* Merge pull request #3425 from ReinUsesLisp/layered-framebufferbunnei2020-02-241-2/+8
|\ | | | | texture_cache: Implement layered framebuffer attachments
| * texture_cache: Implement layered framebuffer attachmentsReinUsesLisp2020-02-161-2/+8
| | | | | | | | | | | | 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.
* | Merge pull request #3414 from ReinUsesLisp/maxwell-3d-drawbunnei2020-02-191-4/+1
|\ \ | | | | | | maxwell_3d: Unify draw methods
| * | maxwell_3d: Unify draw methodsReinUsesLisp2020-02-141-4/+1
| |/ | | | | | | | | Pass instanced state of a draw invocation as an argument instead of having two separate virtual methods.
* / vk_query_cache: Implement generic query cache on VulkanReinUsesLisp2020-02-141-1/+5
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* vk_rasterizer: Address feedbackReinUsesLisp2020-01-181-3/+4
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* vk_rasterizer: Implement Vulkan's rasterizerReinUsesLisp2020-01-171-1/+250
| | | | | | 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.
* vk_rasterizer: Add placeholderReinUsesLisp2020-01-071-0/+13