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path: root/src/video_core/renderer_vulkan/blit_image.cpp (follow)
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* Merge pull request #11795 from Squall-Leonhart/D32FToOtherliamwhite2023-10-181-0/+9
|\ | | | | [Vulkan]Implement missing copy formats for D32, ARGB8_SRGB and BGRA8_Unorm/SRGB
| * Changes based on hardware testsSquall-Leonhart2023-10-161-9/+0
| | | | | | | | | | | | Removes unnecessary d32f to bgra shader and blit functions, update vk_texture_cache to use abgr shader for d32f to BGRA formats updates abgr to d32f shader to comply with hardware tests
| * Make Clang happy.Squall Leonhart2023-10-161-1/+1
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| * Added missing BuildShader lineSquall Leonhart2023-10-161-0/+1
| | | | | | Adds `convert_abgr8_to_d32f_frag(BuildShader(device, CONVERT_ABGR8_TO_D32F_FRAG_SPV)),`
| * appease the format godsSquall Leonhart2023-10-151-1/+1
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| * Another missing copy connected to Bravely Default IISquall-Leonhart2023-10-151-0/+8
| | | | | | | | adds blit_image_helper.ConvertABGR8ToD32F and fragment shader for performing ABGR and BGRA to D32F copies
| * missed this line when editing the copypastaSquall-Leonhart2023-10-151-1/+1
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| * moved line to appease the format godsSquall-Leonhart2023-10-151-1/+1
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| * Implement missing formats for Bravely Default 2Squall-Leonhart2023-10-151-0/+9
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* | Merge pull request #11677 from Squall-Leonhart/D32FTOABGR8liamwhite2023-10-071-0/+9
|\| | | | | Implements D32_Float to A8B8G8R8_UNORM format copy
| * Fix CI Formatting checkSquall-Leonhart2023-10-041-2/+2
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| * Implements D32_Float to A8B8G8R8_UNORM format copySquall-Leonhart2023-10-041-0/+9
| | | | | | | | Corrects some visual issues in games such as Disney SpeedStorm
* | Enable depth test on stencil clear pathKelebek12023-09-281-1/+3
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* Masked depthstencil clearsKelebek12023-08-191-0/+79
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* vulkan: centralize configAlexandre Bouvier2023-08-021-1/+2
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* renderer_vulkan: Prevent crashes when blitting depth stencilGPUCode2023-06-281-0/+3
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* video_core: Implement vulkan clear specified channelFengChen2023-01-281-19/+107
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* Address feedbackFeng Chen2023-01-161-7/+54
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* video_core: Implement opengl/vulkan draw_textureFeng Chen2023-01-051-7/+34
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* video_core: Replace VKScheduler with Schedulergerman772022-06-271-1/+1
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+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.
* Vulkan: Use 3D helpers for MSAA scaling on NV drivers 510+ameerj2022-03-241-5/+2
| | | | Nvidia Vulkan drivers 510+ crash when blitting MSAA images. Fall-back to 3D scale helpers for MSAA image scaling.
* Vulkan: convert S8D24 <-> ABGR8Liam2022-03-161-0/+9
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* blit_image: Remove unused functionameerj2021-12-241-47/+0
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* blit_image: Refactor upscale factors usageameerj2021-12-051-32/+33
| | | | The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
* blit_image: Refactor ConvertPipeline functionsameerj2021-12-051-29/+13
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* blit_image: Refactor ConvertPipelineEx functionsameerj2021-12-051-31/+13
| | | | reduces much of the duplication between the color/depth variants
* Revert "Merge pull request #7395 from Morph1984/resolve-comments"ameerj2021-12-051-10/+28
| | | | | This reverts commit d20f91da11fe7c5d5f1bd4f63cc3b4d221be67a4, reversing changes made to 5082712b4e44ebfe48bd587ea2fa38767b7339cb.
* Merge pull request #7396 from FernandoS27/blit-this-mfFernando S2021-11-281-48/+50
|\ | | | | TextureCache: Eliminate format deduction as full depth conversion has been supported.
| * TextureCache: Simplify blitting of D24S8 formats and fix bugs.Fernando Sahmkow2021-11-221-48/+50
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* | vk_blit_image: Consolidate CreatePipelineTargetEx functionsMorph2021-11-211-28/+10
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* TextureCache: Add R16G16 to D24S8 converter.Fernando Sahmkow2021-11-201-0/+11
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* TextureCache: Add B10G11R11 to D24S8 converter.Fernando Sahmkow2021-11-191-11/+51
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* TextureCache: Implement additional D24S8 convertions.Fernando Sahmkow2021-11-191-0/+22
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* Vulkan: implement D24S8 <-> RGBA8 convertions.Fernando Sahmkow2021-11-191-0/+98
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* renderer_vulkan/blit_image: Use generic color state on Depth to Color blitsameerj2021-11-161-1/+1
| | | | Fixes Bayonetta 2 on AMD
* Vulkan: Fix Blit Depth StencilFernando Sahmkow2021-11-161-11/+16
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* Texture Cache: Rescale conversions between depth and colorFernandoS272021-11-161-12/+17
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* vk_texture_cache: Use 3D to scale images when blit is unsupportedameerj2021-11-161-2/+1
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* vulkan/blit_image: Commit descriptor sets within worker threadReinUsesLisp2021-07-231-9/+7
| | | | | Fixes race condition caused. The descriptor pool is not thread safe, so we have to commit descriptor sets within the same thread.
* vulkan: Rework descriptor allocation algorithmReinUsesLisp2021-07-231-4/+15
| | | | | | Create multiple descriptor pools on demand. There are some degrees of freedom what is considered a compatible pool to avoid wasting large pools on small descriptors.
* shader: Implement SULD and SUSTReinUsesLisp2021-07-231-2/+2
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* shader: Remove old shader managementReinUsesLisp2021-07-231-1/+0
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* texture_cache: Handle out of bound texture blitsameerj2021-05-081-14/+12
| | | | Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
* renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp2021-01-041-1/+1
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* renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp2021-01-031-3/+3
| | | | | | | 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.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-1/+1
| | | | Allows sharing Vulkan wrapper code between different rendering backends.
* video_core: Rewrite the texture cacheReinUsesLisp2020-12-301-0/+624
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.