Henrik Rydgard
|
3c221a7ebd
|
Extract the dirty flag from the shader managers so code that dirties uniform flags can be shared.
|
2017-01-23 21:11:39 +01:00 |
|
Henrik Rydgard
|
59d80a3785
|
Share the set of dirty flags between the backend, to let use share more code.
|
2017-01-23 20:39:17 +01:00 |
|
Henrik Rydgard
|
f139246a78
|
Switch D3D and Vulkan to 64-bit dirty flags
|
2017-01-23 17:32:18 +01:00 |
|
Unknown W. Brackets
|
a4268fe0b8
|
Vulkan: Prep pipeline and shader cache for restore.
|
2016-10-09 11:28:10 -07:00 |
|
Henrik Rydgard
|
0e199272ed
|
Buildfix to last commit, add a comment
|
2016-03-20 20:56:33 +01:00 |
|
Henrik Rydgard
|
827481d41d
|
Combined two uniforms to get the base UBO down to 512b, in order to not waste space (nVidia needs 256-byte alignment)
|
2016-03-20 20:53:46 +01:00 |
|
Henrik Rydgard
|
0b1cfaf751
|
Be more economical with UBO pushbuffer space by reusing the last data when possible.
|
2016-03-20 19:35:31 +01:00 |
|
Henrik Rydgard
|
18d78f9a35
|
Minor optimizations
|
2016-03-20 19:35:03 +01:00 |
|
Henrik Rydgard
|
2c61b1e763
|
Change the VulkanPushBuffer API to allow for adding support for dynamic growth
|
2016-03-20 19:35:03 +01:00 |
|
Henrik Rydgard
|
da50370328
|
Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h
|
2016-03-20 19:31:02 +01:00 |
|
 Unknown W. BracketsandHenrik Rydgard
|
baa7132a89
|
Vulkan: Simplify color testing.
|
2016-03-20 19:31:02 +01:00 |
|
Henrik Rydgard
|
1677697735
|
Vulkan: Don't try to overlap proj with proj_through, will need a different approach.
Also, assorted bugfixes.
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
3284899844
|
More clearing fixes. Also fix some memory leaks.
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
4c281f16ac
|
Fix mixup with fragment shader ubo variables
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
3bf88d7475
|
Plug the texture memory leak
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
29341e53a5
|
Assorted fixes and cleanups.
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
78d5fff2fe
|
More texture work
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
dced84c9fc
|
Work on texture support, cube.elf works correctly. Delete unused code.
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
6141c3651b
|
Separate uniform updates from shader updates
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
d67d187b72
|
Get untextured drawing working! (at least cube.elf)
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
28ae840abe
|
Pipelines, samplers, description sets, oh my
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
906b259a85
|
First PSP shaders actually compile
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
49f1e702c9
|
Okay, reached the shader generators
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
4063f7e0db
|
Fill out GPU_Vulkan.cpp with what's mostly a copy of GLES_GPU.cpp
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
5216a24590
|
Back to work on the PSP renderer
|
2016-03-20 19:30:11 +01:00 |
|
Henrik Rydgard
|
cfbecf5071
|
More progress
|
2016-03-20 19:26:41 +01:00 |
|
Henrik Rydgard
|
c64064024d
|
Initial vulkan code.
This was squashed from nine commits but using old versions of Vulkan.
|
2016-03-20 19:18:35 +01:00 |
|