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path: root/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp (follow)
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* vk_shader_decompiler: Disable default values on unwritten render targetsReinUsesLisp2020-01-241-3/+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.
* vk_pipeline_cache: Initial implementationReinUsesLisp2020-01-071-0/+352
| | | | | Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
* vk_pipeline_cache: Add file and define descriptor update template fillerReinUsesLisp2020-01-071-0/+43
This function allows us to share code between compute and graphics pipelines compilation.