- 16 Jan, 2020 6 commits
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ReinUsesLisp authored
Component types for ZF32_X24S8 were using UNORM. Drivers will set FLOAT, UINT, UNORM, UNORM; causing a format mismatch. This commit addresses that.
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bunnei authored
maxwell_3d: Make dirty_pointers private
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bunnei authored
renderer_opengl/utils: Forward declare private structs
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bunnei authored
Fix git version in scm_rev.cpp
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Lioncash authored
This isn't used outside of the class itself, so we can make it private for the time being.
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James Rowe authored
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- 15 Jan, 2020 2 commits
- 14 Jan, 2020 11 commits
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Rodrigo Locatti authored
control_flow: Silence -Wreorder warning for CFGRebuildState
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Rodrigo Locatti authored
gl_shader_cache: Remove unused variables
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Lioncash authored
Organizes the initializer list in the same order that the variables would actually be initialized in.
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bunnei authored
GUI/configure: resize hotkeys action column to fit content
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Lioncash authored
Given this isn't used, this can be removed entirely.
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Lioncash authored
Avoids several reallocations of std::vector instances where applicable.
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Lioncash authored
Eliminates a few unnecessary constructions of std::vectors.
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bunnei authored
shader_ir/memory: Implement u16 and u8 for STG and LDG
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bunnei authored
shader_ir/texture: Simplify AOFFI code
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bunnei authored
maxwell_to_vk: Implement GL_CLAMP hacking Nvidia's driver
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bunnei authored
core/kernel: Fix GetTotalPhysicalMemoryUsed.
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- 12 Jan, 2020 2 commits
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Bartosz Kaszubowski authored
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Fernando Sahmkow authored
vk_compute_pass: Add compute passes to emulate missing Vulkan features
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- 11 Jan, 2020 2 commits
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Markus Wick authored
module._memory was already moved over to a new shared_ptr. So code_memory_size was not increased at all. This lowers the heap space and so saves a bit of memory, usually between 50 to 100 MB. This fixes a regression of c0a01f3a
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Rodrigo Locatti authored
Comment hardcoded SPIR-V modules.
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- 10 Jan, 2020 1 commit
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ReinUsesLisp authored
Nvidia's driver defaults invalid enumerations to GL_CLAMP. Vulkan doesn't expose GL_CLAMP through its API, but we can hack it on Nvidia's driver using the internal driver defaults.
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- 09 Jan, 2020 2 commits
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ReinUsesLisp authored
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ReinUsesLisp authored
Using the same technique we used for u8 on LDG, implement u16. In the case of STG, load memory and insert the value we want to set into it with bitfieldInsert. Then set that value.
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- 08 Jan, 2020 3 commits
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ReinUsesLisp authored
This currently only supports quad arrays and u8 indices. In the future we can remove quad arrays with a table written from the CPU, but this was used to bootstrap the other passes helpers and it was left in the code. The blob code is generated from the "shaders/" directory. Read the instructions there to know how to generate the SPIR-V.
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ReinUsesLisp authored
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Fernando Sahmkow authored
vk_pipeline_cache: Initial implementation
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- 07 Jan, 2020 7 commits
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bunnei authored
service: vi: Implement CloseLayer.
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ReinUsesLisp authored
Given a pipeline key, this cache returns a pipeline abstraction (for graphics or compute).
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ReinUsesLisp authored
This abstractio represents the state of the 3D engine at a given draw. Instead of changing individual bits of the pipeline how it's done in APIs like D3D11, OpenGL and NVN; on Vulkan we are forced to put everything together into a single, immutable object. It takes advantage of the few dynamic states Vulkan offers.
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ReinUsesLisp authored
This abstraction represents a Vulkan compute pipeline.
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ReinUsesLisp authored
This function allows us to share code between compute and graphics pipelines compilation.
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ReinUsesLisp authored
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ReinUsesLisp authored
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- 06 Jan, 2020 4 commits
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bunnei authored
vk_update_descriptor/vk_renderpass_cache: Add pipeline cache dependencies
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bunnei authored
renderer_vulkan: Buffer cache, stream buffer and memory manager changes
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ReinUsesLisp authored
The renderpass cache is used to avoid creating renderpasses on each draw. The hashed structure is not currently optimized.
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ReinUsesLisp authored
The update descriptor is used to store in flat memory a large chunk of staging data used to update descriptor sets through templates. It provides a push interface to easily insert descriptors following the current pipeline. The order used in the descriptor update template has to be implicitly followed. We can catch bugs here using validation layers.
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