1. 24 Dec, 2019 1 commit
  2. 23 Dec, 2019 2 commits
    • ReinUsesLisp's avatar
      fixed_pipeline_state: Define structure and loaders · 4a3026b1
      ReinUsesLisp authored
      The intention behind this hasheable structure is to describe the state
      of fixed function pipeline state that gets compiled to a single graphics
      pipeline state object. This is all dynamic state in OpenGL but Vulkan
      wants it in an immutable state, even if hardware can edit it freely.
      
      In this commit the structure is defined in an optimized state (it uses
      booleans, has paddings and many data entries that can be packed to
      single integers). This is intentional as an initial implementation that
      is easier to debug, implement and review. It will be optimized in later
      stages, or it might change if Vulkan gets more dynamic states.
      4a3026b1
    • ReinUsesLisp's avatar
      maxwell_3d: Add depth bounds registers · 5770418f
      ReinUsesLisp authored
      5770418f
  3. 22 Dec, 2019 10 commits
  4. 21 Dec, 2019 3 commits
  5. 20 Dec, 2019 2 commits
  6. 19 Dec, 2019 12 commits
  7. 18 Dec, 2019 6 commits
  8. 17 Dec, 2019 3 commits
  9. 16 Dec, 2019 1 commit
    • ReinUsesLisp's avatar
      renderer_vulkan/shader: Add helper GLSL shaders · b5229776
      ReinUsesLisp authored
      These shaders are used to specify code that is not dynamically generated
      in the Vulkan backend. Instead of packing it inside the build system,
      it's manually built and copied to the C++ file to avoid adding
      unnecessary build time dependencies.
      
      quad_array should be dropped in the future since it can be emulated with
      a memory pool generated from the CPU.
      b5229776