Commit Graph

1434 Commits

Author SHA1 Message Date
Henrik Rydgard
bd17351ef9 Texcache: Minor refactor/cleanup 2016-03-22 23:56:55 +01:00
Henrik Rydgard
efa508d492 Vulkan: Fix texture scaling 2016-03-21 21:26:48 +01:00
Henrik Rydgard
dff585e440 VulkanContext: Detect the appropriate depth buffer format to use, expose it.
This should help AMD compatibility.
2016-03-21 20:11:49 +01:00
Henrik Rydgard
20f227cc4d Vulkan: Fix Prescale UV 2016-03-21 18:50:11 +01:00
Unknown W. Brackets
450d70ff06 Vulkan: Remove some outdated comments. 2016-03-20 22:51:07 -07:00
Unknown W. Brackets
9fd040eed0 Vulkan: Cache only device in push buffers. 2016-03-20 22:49:38 -07:00
Henrik Rydgard
0009b55210 Make placeholder texture black 2016-03-20 23:36:09 +01:00
Henrik Rydgård
2485c320f3 Merge pull request #8649 from unknownbrackets/vulkan-buf
Dynamically reallocate buffers when out of space
2016-03-20 23:32:08 +01:00
Unknown W. Brackets
f91cc6191a Vulkan: Start with smaller buffers by default. 2016-03-20 15:23:03 -07:00
Unknown W. Brackets
82a902382b Vulkan: Centralize shader UBO update, DRY. 2016-03-20 15:15:03 -07:00
Henrik Rydgard
1515754f2d Another prescale UV fix 2016-03-20 23:02:56 +01:00
Henrik Rydgard
a6a56b9a69 Vulkan: Cache the texture pointer. Use a checkerboard placeholder texture where missing
(framebuffer textures in non-buffered)
2016-03-20 22:46:49 +01:00
Henrik Rydgard
ffde7020d2 Vulkan prescale UV fix 2016-03-20 21:48:28 +01:00
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
5d19f3dfb8 Decode vertex data directly into the vertex pushbuffer, saving a memcpy. 2016-03-20 19:35:03 +01:00
Henrik Rydgard
d7ffc39d2a Vulkan: Remove support for software skinning to reduce complexity 2016-03-20 19:35:03 +01:00
Henrik Rydgard
d0659f0deb No need to align vertex/index data. Will only be harmful for an upcoming optimization. 2016-03-20 19:35:03 +01:00
Henrik Rydgard
18d78f9a35 Minor optimizations 2016-03-20 19:35:03 +01:00
Henrik Rydgard
8e9acff6aa Always specify depthstencil state in pipelines.
Turns out it's only OK to leave out if rendering only to color,
otherwise behaviour is undefined - which means it may still be enabled.
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
5d56537a16 Move VulkanPushBuffer into VulkanMemory.h 2016-03-20 19:31:02 +01:00
Henrik Rydgard
f7113bb2e3 Use separate pushbuffers for UBO/Index/Vertex. This will make decoding directly into the pushbuffers easier, plus other benefits later.
(For example, we'll often be able to avoid rebinding the vertex and
index buffers at new offsets by just keep counting upwards between draws,
if the vertex format is the same but other state changed)
2016-03-20 19:31:02 +01:00
Henrik Rydgard
966cb89d41 Vulkan: Fix our use of dual source blending, re-enable if available. 2016-03-20 19:31:02 +01:00