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2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-70/+0
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.2Lioncash1-1/+1
Migrates the video core code closer to enabling variable shadowing warnings as errors. This primarily sorts out shadowing occurrences within the Vulkan code.
2020-04-25vk_rasterizer: Pack texceptions and color formats on invalid formatsReinUsesLisp1-1/+1
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.
2020-04-23vk_renderpass_cache: Pack renderpass cache key to 12 bytesReinUsesLisp1-43/+16
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-4/+4
2020-01-06vk_renderpass_cache: Initial implementationReinUsesLisp1-0/+97
The renderpass cache is used to avoid creating renderpasses on each draw. The hashed structure is not currently optimized.