summaryrefslogtreecommitdiffstats
path: root/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp (unfollow)
Commit message (Collapse)AuthorFilesLines
2020-05-13vk_rasterizer: Implement constant attributesReinUsesLisp1-1/+3
Constant attributes (in OpenGL known disabled attributes) are not supported on Vulkan, even with extensions. To emulate this behavior we return zero on reads from disabled vertex attributes in shader code. This has no caching cost because attribute formats are not dynamic state on Vulkan and we have to store it in the pipeline cache anyway. - Fixes Animal Crossing: New Horizons terrain borders
2020-05-10VkPipelineCache: Use a null shader on invalid address.Fernando Sahmkow1-2/+1
2020-04-29vulkan: Remove unnecessary includesLioncash1-1/+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.
2020-04-26shader/memory_util: Deduplicate codeReinUsesLisp1-59/+10
Deduplicate code shared between vk_pipeline_cache and gl_shader_cache as well as shader decoder code. While we are at it, fix a bug in gl_shader_cache where compute shaders had an start offset of a stage shader.
2020-04-23shader_ir: Turn classes into data structuresReinUsesLisp1-2/+2
2020-04-23vk_pipeline_cache: Unify pipeline cache keys into a single operationReinUsesLisp1-0/+18
This allows us to call Common::CityHash and std::memcmp only once for GraphicsPipelineCacheKey. While we are at it, do the same for compute.
2020-04-23vk_pipeline_cache: Fix unintentional memcpy into optionalReinUsesLisp1-2/+4
The intention behind this was to assign a float to from an uint32_t, but it was unintentionally being copied directly into the std::optional. Copy to a temporary and assign that temporary to std::optional. This can be replaced with std::bit_cast<float> once we are in C++20.
2020-04-22ShaderCache/PipelineCache: Cache null shaders.Fernando Sahmkow1-4/+12
2020-04-19fixed_pipeline_state: Pack rasterizer stateReinUsesLisp1-3/+3
Reduce FixedPipelineState's size to 600 bytes.
2020-04-19fixed_pipeline_state: Pack attribute stateReinUsesLisp1-1/+1
Reduce FixedPipelineState's size from 1384 to 664 bytes
2020-04-11renderer_vulkan: Drop Vulkan-HppReinUsesLisp1-36/+57
2020-04-06Shader/Pipeline Cache: Use VAddr instead of physical memory for addressing.Fernando Sahmkow1-18/+20
2020-04-06shader_decode: SULD.D implement bits64 and reverse shader ir init method to removed shader stage.namkazy1-1/+1
2020-04-05clang-formatNguyen Dac Nam1-2/+1
2020-04-05add shader stage when init shader irnamkazy1-1/+2
2020-03-19vk_pipeline_cache: Remove unused variableReinUsesLisp1-1/+0
2020-03-15vk_rasterizer: Reimplement clears with vkCmdClearAttachmentsReinUsesLisp1-2/+3
2020-03-13vk_shader_decompiler: Use registry for specializationReinUsesLisp1-10/+7
2020-03-09video_core: Rename "const buffer locker" to "registry"ReinUsesLisp1-2/+2
2020-02-28gl_rasterizer: Remove dirty flagsReinUsesLisp1-5/+0
2020-02-24vk_shader_decompiler: Implement indexed texturesReinUsesLisp1-35/+64
Implement accessing textures through an index. It uses the same interface as OpenGL, the main difference is that Vulkan bindings are forced to be arrayed (the binding index doesn't change for stacked textures in SPIR-V).
2020-01-24vk_shader_decompiler: Disable default values on unwritten render targetsReinUsesLisp1-3/+0
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change.
2020-01-07vk_pipeline_cache: Initial implementationReinUsesLisp1-0/+352
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
2020-01-07vk_pipeline_cache: Add file and define descriptor update template fillerReinUsesLisp1-0/+43
This function allows us to share code between compute and graphics pipelines compilation.