379 Commits

Author SHA1 Message Date
Henrik Rydgard
c2b66a0882 Another leak fix, buildfix 2016-03-31 00:49:10 +02:00
Henrik Rydgard
2e55ba345c Some comments 2016-03-31 00:49:10 +02:00
Henrik Rydgard
e124962d15 Fix depth/stencil clears (already fixed in framebuffer branch) 2016-03-31 00:48:01 +02:00
Henrik Rydgard
c75e9a0990 Fix vertex pushbuffer allocation for games that use indexed drawing with the same base repeatedly. 2016-03-31 00:46:50 +02:00
Henrik Rydgard
40d05e292c Cleanup in FramebufferVulkan to reduce the size of future diffs 2016-03-28 20:23:29 +02:00
Henrik Rydgard
a8c386b94c Make VulkanImage a little more flexible (make it possible to create depth images)
Just preparation.
2016-03-28 18:25:05 +02:00
Unknown W. Brackets
b1a2a44377 Vulkan: Update dyn stencil state only as needed. 2016-03-26 20:15:42 -07:00
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450d70ff06 Vulkan: Remove some outdated comments. 2016-03-20 22:51:07 -07:00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
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
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
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
Unknown W. Brackets
dad64b39b6 Vulkan: Properly set the alpha test ref.
It's definitely not a float, oops.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
e45c24b75f Show how much pushbuffer space is used each frame.
Optimizing this number (by avoiding redundant UBO uploads etc) will probably help performance.
2016-03-20 19:31:02 +01:00
Henrik Rydgard
8a62724316 Upload PSP textures through a push buffer instead of image copy. More flexible. 2016-03-20 19:31:02 +01:00