Henrik Rydgård
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011e57c0e7
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Always specify GLSL version 450 when compiling Vulkan shaders.
Bit of a risky change so late in the game but it's wrong, it needs fixing.
See for example the comments to https://github.com/hrydgard/ppsspp/commit/fb7a63bd11ba785209babfe9631956110d46c9bf
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2018-05-13 20:42:17 +02:00 |
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Henrik Rydgård
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a3bbe87914
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D3D11 CopyFBToMemory: Clamp rect to fb size. Last-minute style fix, should really debug where the bad parameters came from.
Affects MGS Peace Walker intro
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2018-05-03 23:12:39 +02:00 |
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Henrik Rydgård
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3f7602227c
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Windows: If neither OpenGL nor D3D9 is available, offer an escape route into D3D11.
This does happen on some fresh Win10 installations.
We really should do something much nicer and more automatic, but that's for later.
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2018-05-03 22:19:07 +02:00 |
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Unknown W. Brackets
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ec5d1a8722
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Vulkan: Leave removed commands in render passes.
We'll just need to not check commands.empty(), which we do in a couple
places but not in important ways so far.
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2018-05-03 08:04:57 -07:00 |
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Unknown W. Brackets
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954f93046f
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Vulkan: Keep state on Clear cmds when used later.
This also removes duplicate state - for example our UI has some duplicate
Scissor commands.
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2018-05-03 07:18:40 -07:00 |
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Henrik Rydgård
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73d6446d72
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Merge pull request #10997 from unknownbrackets/vulkan-clear
Vulkan: Discard draws immediately before clear
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2018-05-03 09:23:17 +02:00 |
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Unknown W. Brackets
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844015b7f8
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Vulkan: Discard draws immediately before clear.
Fixes #10163, a crash on Adreno when a clear is the last thing in a render pass.
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2018-05-02 19:23:49 -07:00 |
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Henrik Rydgård
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92a46e9a08
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Merge pull request #10984 from unknownbrackets/gl-screenshot
Fix GLES game screenshots
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2018-04-29 19:32:03 +02:00 |
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Unknown W. Brackets
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170e871c54
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thin3d: Report unsupported format conversion.
Better we know than ignore.
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2018-04-29 10:23:53 -07:00 |
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Unknown W. Brackets
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ae1bb20b7b
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GLES: Fix game screenshots.
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2018-04-29 10:23:03 -07:00 |
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Unknown W. Brackets
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a85e914f78
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Vulkan: Fix use-after-free crash on shutdown.
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2018-04-29 09:47:39 -07:00 |
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Henrik Rydgård
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03c2292ae9
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Merge pull request #10915 from unknownbrackets/warnings
Warning fixes
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2018-04-14 20:30:26 +02:00 |
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Unknown W. Brackets
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377b220fb3
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GLES: GlPushBuffer was a little too friendly.
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2018-04-14 11:00:13 -07:00 |
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Henrik Rydgård
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1987401e74
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Fix glitch in MGS: Acid perf hack. yeah, slippery slope..
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2018-04-14 10:27:36 +02:00 |
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Henrik Rydgård
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fb7a63bd11
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Implement shader depal for GL as well, but disabled by default.
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2018-04-13 20:00:14 +02:00 |
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Henrik Rydgård
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0ac6cea34d
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Add a queue processing hack for Sonic Rivals too. Now it's fast.
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2018-04-13 18:05:04 +02:00 |
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Henrik Rydgård
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413a204138
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Vulkan: Semi-gross hack that massively improves the perf of MGS2:Acid.
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2018-04-13 17:32:56 +02:00 |
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Henrik Rydgård
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f4d8bfdf18
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Avoid some GL errors on older devices
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2018-04-12 14:35:25 +02:00 |
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Henrik Rydgård
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dd228be698
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GL: Add a lot of conditional error checks (normally not enabled)
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2018-04-12 14:35:04 +02:00 |
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Henrik Rydgård
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36fd2711d6
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Revert "Remove further remains of hardware skinning."
This reverts commit 40db61a680.
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2018-04-10 12:22:41 +02:00 |
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Unknown W. Brackets
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32eb483932
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GLES: Defrag using deleter off render thread.
Moving it to the render thread was a bit more complex because of
localMemory. Fixes #10859.
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2018-04-08 19:22:46 -07:00 |
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Unknown W. Brackets
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99d16b2202
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Vulkan: Add tags to UI textures too.
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2018-04-06 21:43:18 -07:00 |
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Henrik Rydgård
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ca0fb77080
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Assorted cleanups. Don't assert on no clear mask.
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2018-04-06 23:29:44 +02:00 |
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Henrik Rydgård
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b06df3536e
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Auto unregister push buffer on deletion.
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2018-04-05 17:53:03 +02:00 |
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Henrik Rydgård
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c7eb259c0c
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Auto register new push buffers on creation
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2018-04-05 17:50:37 +02:00 |
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Henrik Rydgård
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76138fee6d
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Move pushbuffer deletion to the render manager.
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2018-04-05 17:47:08 +02:00 |
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Henrik Rydgård
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feb3870f7d
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Also take control over Begin/End
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2018-04-05 17:34:32 +02:00 |
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Henrik Rydgård
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8d6bbc54a9
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Minor refactoring moving creation/deletion of GLPushBuffer to GLRenderManager
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2018-04-05 17:31:12 +02:00 |
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Unknown W. Brackets
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c6ef547176
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GLES: Show post-shader compile errors to user.
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2018-04-01 19:47:19 -07:00 |
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Henrik Rydgård
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d160292f54
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Include renderpass definition in Vulkan shader cache entries, should make it more effective again.
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2018-03-29 14:36:04 +02:00 |
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Henrik Rydgård
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01d81ffa72
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OpenGL: Fix texture wrapping of render targets.
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2018-03-28 11:23:41 +02:00 |
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Henrik Rydgård
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d125fa00e1
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Make sure the renderpass cache hashmap is never accessed from the main thread at runtime. Should help #10811
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2018-03-27 14:45:41 +02:00 |
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aliaspider
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808bf8e681
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Libretro: add experimental D3D11 support.
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2018-03-25 23:07:02 +01:00 |
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aliaspider
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54d9406713
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fix mingw and msvc cmake builds.
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2018-03-23 03:18:13 +01:00 |
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aliaspider
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15c4406df7
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add missing inclues.
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2018-03-22 22:14:19 +01:00 |
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aliaspider
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a5b5308d88
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fix return value / plug leak.
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2018-03-22 22:12:19 +01:00 |
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Henrik Rydgård
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f1359af0b0
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Vulkan: Improve handling of shader compile failures (don't crash)
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2018-03-19 17:46:58 +01:00 |
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Henrik Rydgård
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1dabccb453
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Vulkan: Minor logic fixes in the transition elimination
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2018-03-18 13:14:20 +01:00 |
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Henrik Rydgård
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3e7723ea6d
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Vulkan: Use finalLayout to optimize away barriers before framebuffer copies.
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2018-03-18 12:09:02 +01:00 |
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Henrik Rydgård
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2d3655ea23
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Vulkan: Get rid of more explicit barriers by merging the finalLayout color transitions into renderpasses.
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2018-03-18 12:03:23 +01:00 |
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Henrik Rydgård
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6d5f0665fe
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Add a super focused workaround for the Mali bug, see #10723
Minimizes the performance penalty.
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2018-03-18 11:20:45 +01:00 |
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Henrik Rydgård
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f43935b030
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Merge framebuffer layout pre-transitions into render pass subpass dependencies.
With this, drivers should be able to completely get rid of layout
transitions into render passes that use CLEAR, at least.
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2018-03-18 09:55:36 +01:00 |
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Henrik Rydgård
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33a1e6a080
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Vulkan Clear-renderpass merging: If a copy step is found that reads from the affected buffer, don't merge the clear into the later renderpass.
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2018-03-18 09:44:00 +01:00 |
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Henrik Rydgård
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0ee058320a
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Pass new vulkan validation layers. Fix math in FindTransferFramebuffers.
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2018-03-17 23:39:02 +01:00 |
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Henrik Rydgård
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6858c77612
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Don't allow wrapping on framebuffer textures. Fixes GTA on old NV Shield
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2018-03-17 01:54:11 +01:00 |
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Henrik Rydgård
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614cabb115
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Implement pipeline/shader cache for Vulkan, to avoid shader compile stutters on second and subsequent runs.
The raw pipeline cache got pretty large. Instead, store IDs like GL.
There's still a disabled option to store the pipeline cache objects.
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2018-03-16 21:03:03 +01:00 |
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Henrik Rydgård
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c5ebb2d73f
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Oops, remove logging
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2018-03-16 14:58:45 +01:00 |
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Henrik Rydgård
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a08464eb77
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Vulkan: Also check for empty clearing renderpasses later in the frame.
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2018-03-16 14:57:41 +01:00 |
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Henrik Rydgård
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df8dac4aae
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If the first renderpass is an empty clear, merge it into the next one that touches the same framebuffer. Works around #10723 in Wipeout.
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2018-03-16 13:44:56 +01:00 |
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Henrik Rydgård
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3cd92b4d90
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Vulkan: Add a (disabled) facility to force image layouts to GENERAL, for debugging barrier issues
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2018-03-15 16:23:23 +01:00 |
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