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shader_cache: Implement a generic runtime shader cache
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Trivial port the generic shader cache to Vulkan.
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This is the equivalent of an image buffer on OpenGL.
- Used by Octopath Traveler
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{maxwell_3d,buffer_cache}: Implement memory barriers using 3D registers
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Drop MemoryBarrier from the buffer cache and use Maxwell3D's register
WaitForIdle.
To implement this on OpenGL we just call glMemoryBarrier with the
necessary bits.
Vulkan lacks this synchronization primitive, so we set an event and
immediately wait for it. This is not a pretty solution, but it's what
Vulkan can do without submitting the current command buffer to the queue
(which ends up being more expensive on the CPU).
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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.
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{gl,vk}_rasterizer: Add lazy default buffer maker and use it for empty buffers
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Introduce a default buffer getter that lazily constructs an empty
buffer. This is intended to match OpenGL's buffer 0.
Use this for disabled vertex and uniform buffers.
While we are at it, include vertex buffer usages for staging buffers to
silence validation errors.
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Implement indexed quads (GL_QUADS used with glDrawElements*) with a
compute pass conversion.
The compute shader converts from uint8/uint16/uint32 indices to uint32.
The format is passed through push constants to avoid having different
variants of the same shader.
- Used by Fast RMX
- Used by Xenoblade Chronicles 2 (it still has graphical due to
synchronization issues on Vulkan)
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Add support for render targets and viewports.
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texture_cache: Implement layered framebuffer attachments
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Layered framebuffer attachments is a feature that allows applications to
write attach layered textures to a single attachment. What layer the
fragments are written to is decided from the shader using gl_Layer.
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maxwell_3d: Unify draw methods
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Pass instanced state of a draw invocation as an argument instead of
having two separate virtual methods.
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This abstraction is Vulkan's equivalent to OpenGL's rasterizer. It takes
care of joining all parts of the backend and rendering accordingly on
demand.
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