Stenzek
f039149198
Move most backend functionality to VideoCommon
2019-02-19 16:57:54 +10:00
Stenzek
e03b8e899e
Vulkan: Move texture upload buffer to ObjectCache
2019-01-25 11:15:57 +10:00
Stenzek
dec0c3bce8
Move shader caches to VideoCommon
2018-03-10 15:56:30 +10:00
Stenzek
fec6bb4d56
VideoBackends: Add AbstractShader and AbstractPipeline classes
2018-02-22 22:02:34 +10:00
Stenzek
173a33886c
Vulkan: Move render pass management to ObjectCache
2018-01-11 15:21:34 +10:00
Tommaso Checchi
5fb6ceac45
Fixed fog, lava, water in Mario Galaxy (and possibly other games) in higher IRs by detecting & fixing the mipmaps that aren't just used for downscaling, but are handmade to create a gradient.
2017-10-27 00:45:20 -07:00
Stenzek
24ddea04ce
VideoBackends: Move SamplerState to common
2017-09-11 20:01:54 +10:00
Stenzek
fee08cf63d
Vulkan: Use optimal tiling for dummy texture
...
Fixes a crash on some NVIDIA drivers. Apparently calling
vkCmdClearColorImage on an image with linear tiling causes the
GPU/driver to lock up.
2017-08-02 21:33:10 +10:00
Stenzek
81b4ed2a81
Vulkan: Uber shader support
2017-07-30 17:43:59 +10:00
Stenzek
aff44684a4
Vulkan: Move shader/pipeline-related methods to ShaderCache
2017-07-30 12:38:49 +10:00
Stenzek
3ea9d86faa
ShaderGen: Pass host config to shader generation functions
...
Also moves the host config checks to common.
2017-07-20 17:54:33 +10:00
Stenzek
d01b0bf60f
VideoCommon: Move shader cache filename generation to common
2017-07-20 17:46:59 +10:00
Stenzek
b380f292b4
Vulkan: Reload pipeline cache when relevant host config changes
2017-07-20 17:46:59 +10:00
Stenzek
a8343cc19a
Vulkan: Don't save pipeline cache if shader cache is disabled
...
We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it.
2017-07-20 17:46:59 +10:00
Stenzek
417a4ca206
Vulkan: Implement post-processing backend
...
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00
Stenzek
9dc7358395
Vulkan: Use BlendingState from VideoCommon
...
Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
Stenzek
5fbc63fbcf
Vulkan: Compute shader support
2017-04-01 12:32:57 +10:00
JosJuice
ced1614cac
Unify the way of setting game ID, title ID, revision
...
The existing code from ConfigManager, ES and MIOS is merged
into a new set of functions called SetRunningGameMetadata.
2017-03-09 15:34:14 +01:00
Jules Blok
21967b1f6e
VideoBackends: Add a developer option to disable the shader cache.
...
Makes it easier to disable the cache while working on the shaders.
2017-02-19 12:05:44 +01:00
Stenzek
6965dc0481
Vulkan: Don't enable primitive restart on list topologies
2017-02-18 15:07:32 +10:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
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
Stenzek
70eb904536
Vulkan: Fix incorrect geometry shader input/output usage
2016-11-03 22:33:24 +10:00
JosJuice
1081497cad
DiscIO/SConfig: Rename GetUniqueID to GetGameID
...
We call this "game ID" everywhere else, and it's not
actually completely unique.
2016-10-29 15:24:02 +02:00
Markus Wick
ef1bfc26b2
Merge pull request #4291 from degasus/shader_gen
...
PixelShaderGen: Fix UID issues.
2016-10-05 12:20:58 +02:00
degasus
829fc8f0ad
PixelShaderGen: Drop dstAlphaMode constant in shader generation.
...
It is already stored within the UID.
2016-10-04 10:13:46 +02:00
Stenzek
f595fe080f
Vulkan: Fix bug with fractional LOD bias and min/max LOD
2016-10-03 19:11:48 +10:00
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