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path: root/src/video_core/vulkan_common/vulkan_wrapper.h (follow)
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* vk_present_manager: recreate surface on any surface lossLiam2023-10-031-0/+3
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* Merge pull request #11402 from FernandoS27/depth-bias-controlliamwhite2023-09-281-0/+13
|\ | | | | Vulkan: Implement Depth Bias Control
| * Vulkan: Implement Depth Bias ControlFernando Sahmkow2023-09-161-0/+13
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* | Macro HLE: Add DrawIndirectByteCountFernando Sahmkow2023-09-231-0/+8
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* | Query Cachge: Fully rework Vulkan's query cacheFernando Sahmkow2023-09-231-0/+19
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* VideoCore: Implement DispatchIndirectFernando Sahmkow2023-08-271-0/+5
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* vulkan: centralize configAlexandre Bouvier2023-08-021-8/+0
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* vma: enable options everywhereAlexandre Bouvier2023-07-311-9/+2
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* vulkan: Use newer VK_EXT_metal_surface to create surface for MoltenVK.Steveice102023-07-011-0/+2
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* renderer_vulkan: Add suport for debug report callbackGPUCode2023-06-281-0/+9
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* renderer_vulkan: Use VMA for buffersGPUCode2023-06-181-13/+78
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* renderer_vulkan: Use VMA for imagesGPUCode2023-06-181-13/+57
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* general: fix spelling mistakesLiam2023-03-121-7/+7
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* vulkan_common: fix indirect draw with countLiam2023-01-101-6/+6
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* video_core/vulkan: Added `VkPipelineCache` to store Vulkan pipelinesWollnashorn2023-01-051-2/+22
| | | | | | As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk. These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
* MacroHLE: Final cleanup and fixes.Fernando Sahmkow2023-01-011-1/+2
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* Vulkan: Implement Dynamic State 3Fernando Sahmkow2023-01-011-0/+25
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* Vulkan Implement Dynamic State 2 LogicOp and PatchVerticesFernando Sahmkow2023-01-011-0/+10
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* Vulkan: Implement Dynamic States 2Fernando Sahmkow2023-01-011-0/+15
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* MacroHLE: Implement DrawIndexedIndirect & DrawArraysIndirect.Fernando Sahmkow2023-01-011-6/+18
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* MacroHLE: Add MultidrawIndirect HLE Macro.Fernando Sahmkow2023-01-011-0/+15
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* video_core: Integrate SMAALiam2022-12-081-0/+6
| | | | | Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com> Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
* vulkan_common: clean up extension usageLiam2022-12-041-4/+7
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* vulkan_common: promote host query reset usage to coreLiam2022-12-041-3/+3
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* vulkan_common: promote descriptor update template usage to coreLiam2022-12-041-10/+10
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* vulkan_common: promote timeline semaphore usage to coreLiam2022-12-041-6/+6
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* vulkan_blitter: Fix pool allocation double free.Byte2022-10-061-20/+0
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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.
* Garbage Collection: Redesign the algorithm to do a better use of memory.Fernando Sahmkow2022-03-251-1/+3
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* video_core: Reduce unused includesameerj2022-03-191-1/+0
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* renderer_vulkan: Add setting to log pipeline statisticsReinUsesLisp2021-07-281-0/+8
| | | | | | | | | | | | | | | | Use VK_KHR_pipeline_executable_properties when enabled and available to log statistics about the pipeline cache in a game. For example, this is on Turing GPUs when generating a pipeline cache from Super Smash Bros. Ultimate: Average pipeline statistics ========================================== Code size: 6433.167 Register count: 32.939 More advanced results could be presented, at the moment it's just an average of all 3D and compute pipelines.
* vk_graphics_pipeline: Implement line widthReinUsesLisp2021-07-231-0/+5
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* vk_graphics_pipeline: Use VK_KHR_push_descriptor when availableReinUsesLisp2021-07-231-12/+19
| | | | ~51% faster on Nvidia compared to previous method.
* vulkan: Add VK_EXT_vertex_input_dynamic_state supportReinUsesLisp2021-07-231-0/+8
| | | | | Reduces the number of total pipelines generated on Vulkan. Tested on Super Smash Bros. Ultimate.
* vk_staging_buffer_pool: Add stream buffer for small uploadsReinUsesLisp2021-02-131-2/+3
| | | | | | | | This uses a ring buffer similar to OpenGL's stream buffer for small uploads. This stops us from allocating several small buffers, reducing memory fragmentation and cache locality. It uses dedicated allocations when possible.
* vulkan_wrapper: Add memory barrier pipeline barrier helperReinUsesLisp2021-02-131-0/+6
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* vulkan_wrapper: Add interop functionsReinUsesLisp2021-02-131-1/+11
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* vulkan_wrapper: Pull Windows symbolsReinUsesLisp2021-02-131-0/+11
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* gpu: Report renderer errors with exceptionsReinUsesLisp2021-02-131-0/+3
| | | | | | Instead of using a two step initialization to report errors, initialize the GPU renderer and rasterizer on the constructor and report errors through std::runtime_error.
* vulkan_common: Silence missing initializer warningsReinUsesLisp2021-01-151-142/+142
| | | | Silence warnings explicitly initializing all members on construction.
* renderer_vulkan: Remove two step initialization on VKDeviceReinUsesLisp2020-12-311-1/+1
| | | | | The Vulkan device abstraction either initializes successfully on the constructor or throws a Vulkan exception.
* renderer_vulkan: Throw when enumerating devices failsReinUsesLisp2020-12-311-1/+2
| | | | | | Report device enumeration errors with exceptions to be consistent with other initialization related function calls. Reduces the amount of code to maintain.
* renderer_vulkan: Initialize surface in separate fileReinUsesLisp2020-12-311-0/+5
| | | | | | Move surface initialization code to a separate file. It's unlikely to use this code outside of Vulkan, but keeping platform-specific code (Win32, Xlib, Wayland) in its own translation unit keeps things cleaner.
* renderer_vulkan: Create debug callback on separate file and throwReinUsesLisp2020-12-311-6/+9
| | | | | | | | Initialize debug callbacks (messenger) from a separate file. This allows sharing code with different backends. Change our Vulkan error handling to use exceptions instead of error codes, simplifying the initialization process.
* vulkan_common: Rename renderer_vulkan/wrapper.h to vulkan_common/vulkan_wrapper.hReinUsesLisp2020-12-311-0/+1213
Allows sharing Vulkan wrapper code between different rendering backends.