1. 06 Jan, 2020 3 commits
    • ReinUsesLisp's avatar
      vk_memory_manager: Misc changes · ceb851b5
      ReinUsesLisp authored
      * Allocate memory in discrete exponentially increasing chunks until the
      128 MiB threshold. Allocations larger thant that increase linearly by
      256 MiB (depending on the required size). This allows to use small
      allocations for small resources.
      
      * Move memory maps to a RAII abstraction. To optimize for debugging
      tools (like RenderDoc) users will map/unmap on usage. If this ever
      becomes a noticeable overhead (from my profiling it doesn't) we can
      transparently move to persistent memory maps without harming the API,
      getting optimal performance for both gameplay and debugging.
      
      * Improve messages on exceptional situations.
      
      * Fix typos "requeriments" -> "requirements".
      
      * Small style changes.
      ceb851b5
    • ReinUsesLisp's avatar
      vk_buffer_cache: Temporarily remove buffer cache · 85bb6a6f
      ReinUsesLisp authored
      This is intended for a follow up commit to avoid circular dependencies.
      85bb6a6f
    • bunnei's avatar
      Merge pull request #3257 from degasus/no_busy_loops · 89fc75d7
      bunnei authored
      video_core: Block in WaitFence.
      89fc75d7
  2. 05 Jan, 2020 2 commits
  3. 04 Jan, 2020 2 commits
  4. 03 Jan, 2020 4 commits
  5. 02 Jan, 2020 1 commit
  6. 01 Jan, 2020 2 commits
    • ReinUsesLisp's avatar
      vk_descriptor_pool: Initial implementation · 1fe7df45
      ReinUsesLisp authored
      Create a large descriptor pool where we allocate all our descriptors
      from. It has to be wide enough to support any pipeline, hence its large
      numbers.
      
      If the descritor pool is filled, we allocate more memory at that moment.
      This way we can take advantage of permissive drivers like Nvidia's that
      allocate more descriptors than what the spec requires.
      1fe7df45
    • bunnei's avatar
      Merge pull request #3239 from ReinUsesLisp/p2r · 028b2718
      bunnei authored
      shader/p2r: Implement P2R Pr
      028b2718
  7. 30 Dec, 2019 5 commits
  8. 29 Dec, 2019 1 commit
  9. 28 Dec, 2019 1 commit
  10. 27 Dec, 2019 1 commit
  11. 26 Dec, 2019 1 commit
  12. 25 Dec, 2019 5 commits
  13. 24 Dec, 2019 1 commit
  14. 23 Dec, 2019 3 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
    • ReinUsesLisp's avatar
      maxwell_to_gl: Implement missing primitive topologies · 91d35559
      ReinUsesLisp authored
      Many of these topologies are exclusively available in OpenGL.
      91d35559
  15. 22 Dec, 2019 8 commits