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2020-07-17vk_sampler_cache: Make use of designated initializers where applicableLioncash1-24/+27
2020-06-18vk_sampler_cache: Emulate GL_LINEAR/NEAREST minification filtersMorph1-2/+4
Emulate GL_LINEAR/NEAREST minification filters using minLod = 0 and maxLod = 0.25 during sampler creation
2020-05-05vk_sampler_cache: Use VK_EXT_custom_border_color when availableReinUsesLisp1-2/+11
This should fix grass interactions on Breath of the Wild on Vulkan. It is currently untested against validation layers. Nvidia's Windows 443.09 beta driver or Linux 440.66.12 is required for now.
2020-04-29vulkan: Remove unnecessary includesLioncash1-3/+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.
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-38/+38
2020-02-18fixups mistake auto commit.Nguyen Dac Nam1-9/+0
2020-02-18Update code structureNguyen Dac Nam1-0/+7
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2020-02-18renderer_vulkan: Add the rest of case for TryConvertBorderColorNguyen Dac Nam1-3/+10
2020-01-10maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driverReinUsesLisp1-3/+3
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's driver using the internal driver defaults.
2019-12-13maxwell_to_vk: Approach GL_CLAMP closer to the GL specReinUsesLisp1-3/+4
The OpenGL spec defines GL_CLAMP's formula similarly to CLAMP_TO_EDGE and CLAMP_TO_BORDER depending on the filter mode used. It doesn't exactly behave like this, but it's the closest we can get with what Vulkan offers without emulating it by injecting shader code.
2019-04-02video_core: Abstract vk_sampler_cache into a templated classReinUsesLisp1-28/+12
2019-03-13vk_sampler_cache: Use operator== instead of memcmpMat M1-1/+1
Co-Authored-By: ReinUsesLisp <reinuseslisp@airmail.cc>
2019-03-13vk_sampler_cache: Implement a sampler cacheReinUsesLisp1-0/+81