Commit Graph

8 Commits

Author SHA1 Message Date
Stenzek 4bc0e14995 Vulkan: Use an enumeration to index pipeline layouts 2016-12-04 20:10:13 +10:00
Stenzek cd3481fbc7 Vulkan: Differentiate between descriptor set layouts and bind points
This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set.
2016-12-04 20:10:13 +10:00
Stenzek 8d48319414 Vulkan: Validate the pipeline cache before using it
This ensures that if a user changes adapters or vendors we're not passing
invalid data to the driver.
2016-11-28 21:21:55 +10:00
Stenzek 9604b336c8 Vulkan: Don't destroy the device's pipeline cache on MSAA mode change
The user could switch back again, and this would mean this data would be
lost. Disk space is cheap, and it's not going to be much.
2016-11-28 21:21:54 +10:00
Stenzek aac66a1b61 Vulkan: Implement a pipeline UID cache
This stores enough information to recreate the pipeline, including the
shader UIDs, blend/depth/rasterization state, primitive and vertex format.
2016-11-28 21:21:53 +10:00
degasus 829fc8f0ad PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Lioncash 9395b8efa9 Vulkan: Amend header includes
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
2016-09-30 23:26:03 -04:00
Stenzek 77a128ab87 Implement experimental Vulkan backend 2016-10-01 02:40:01 +10:00