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2022-10-06state_tracker: workaround channel setup for homebrewLiam1-0/+1
2022-10-06OpenGl: Implement Channels.Fernando Sahmkow1-1/+3
2022-10-06VideoCore: implement channels on gpu caches.Fernando Sahmkow1-6/+16
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-18general: Reduce core.h includesameerj1-1/+0
2021-11-16video_core: Misc resolution scaling related refactoringameerj1-4/+6
2021-11-16TextureCache: Modify Viewports/Scissors according to Rescale.Fernando Sahmkow1-2/+4
2021-09-23Vulkan Rasterizer: Correct DepthBias/PolygonOffset on Vulkan.Fernando Sahmkow1-1/+2
2021-09-12vk_state_tracker: Remove unused functionameerj1-4/+0
2021-07-23vk_graphics_pipeline: Implement line widthReinUsesLisp1-1/+6
2021-07-23vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp1-2/+6
Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
2021-02-13fixed_pipeline_cache: Use dirty flags to lazily update keyReinUsesLisp1-0/+5
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.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp1-0/+8
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.
2020-09-06video_core: Remove all Core::System references in rendererReinUsesLisp1-6/+6
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 topologyReinUsesLisp1-5/+11
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.
2020-06-27vk_rasterizer: Use VK_EXT_extended_dynamic_stateReinUsesLisp1-0/+50
2020-02-28state_tracker: Remove type traits with named structuresReinUsesLisp1-5/+6
2020-02-28vk_state_tracker: Implement dirty flags for stencil propertiesReinUsesLisp1-0/+5
2020-02-28vk_state_tracker: Implement dirty flags for depth boundsReinUsesLisp1-0/+5
2020-02-28vk_state_tracker: Implement dirty flags for blend constantsReinUsesLisp1-0/+5
2020-02-28vk_state_tracker: Implement dirty flags for depth biasReinUsesLisp1-0/+5
2020-02-28vk_state_tracker: Implement dirty flags for scissorsReinUsesLisp1-0/+5
2020-02-28vk_state_tracker: Initial implementationReinUsesLisp1-0/+53
Add support for render targets and viewports.