Henrik Rydgård
b5e5d72a0a
Complete the separation of depth and stencil renderpass flags
2017-12-30 22:52:22 +01:00
Unknown W. Brackets
0956fa3ff6
GPU: Reduce depth blits when not updated.
...
If the game initially clears the depth in a buffer, but then never uses
that depth again, don't keep blitting depth.
Improves #8538 , by preventing the depth blits in this case.
2017-12-24 11:52:15 -08:00
Henrik Rydgård
aa0cc6712f
Clip block transfer destinations. Should fix crash in #10011 . Stats: Invent some sort of usage metric for device memory allocators.
2017-12-03 15:00:25 +01:00
Henrik Rydgård
d0c248368d
Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that.
2017-12-03 10:29:41 +01:00
Henrik Rydgård
b87f447e76
Buildfix, oops
2017-12-01 16:53:54 +01:00
Henrik Rydgård
d2fe42ea90
Vulkan: Fix crash bug when post processing shaders failed to compile.
2017-12-01 13:44:45 +01:00
Henrik Rydgård
f8b70fe185
Clean up all the FBOs in DestroyAllFBOs. Missing any can have bad consequences after app switching on Android/Vulkan where we recreate stuff.
2017-12-01 12:17:10 +01:00
Henrik Rydgård
be115822f7
Minor cleanup. Add a debug assert in shader ID calculation
2017-12-01 11:23:09 +01:00
Unknown W. Brackets
7339c6c0fd
Vulkan: Report more info on texture from target.
2017-11-30 15:42:21 -08:00
Henrik Rydgård
ac518f819a
Vulkan: Fix stencil clears to a specific value. Should help #10150
2017-11-18 00:33:20 +01:00
Henrik Rydgård
23f7819329
Unify RebindFramebuffer, mostly.
2017-11-15 20:44:25 +01:00
Henrik Rydgård
de67c9feff
Vulkan screenshots: Fix R/G swap bug. Thanks unknown.
2017-11-15 17:07:38 +01:00
Henrik Rydgård
10792cc8e7
Windows/Vulkan: implement screenshots. Something is iffy with the red/blue swap though...
2017-11-15 13:18:29 +01:00
Henrik Rydgård
3dd08b84fe
Fix bug where readback buffers would be created too small sometimes. Should help #10098
2017-11-12 21:14:53 +01:00
Henrik Rydgård
232e30f4db
Vulkan: When deriving stencilref from color, don't forget to update the value.
...
Plus minor cleanups.
2017-11-12 19:33:21 +01:00
Henrik Rydgård
b8dc4d1fb8
Buildfixes for Android
2017-11-12 16:55:36 +01:00
Henrik Rydgård
93e148fed6
Vulkan: Implement post-processing. The Vulkan backend is now "feature-complete", and GL is now legacy :P
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Bit hacky but works.
2017-11-12 16:12:26 +01:00
Henrik Rydgård
8b42d83123
Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly.
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Plus more logging, of course.
2017-11-09 17:25:37 +01:00
Henrik Rydgård
6eb58b1252
Keep the draw context up to date in a bunch of places. More logging.
2017-11-09 16:28:22 +01:00
Henrik Rydgård
ca7a2d06ca
Vulkan: Implement stencil upload (for Star Ocean).
2017-11-01 14:18:39 +01:00
Henrik Rydgård
96cd368878
Make VulkanTexture "immutable".
2017-11-01 08:49:48 +01:00
Henrik Rydgård
700d6d10f4
Always recreate DrawPixelsTex to avoid inter-frame races.
2017-11-01 08:48:06 +01:00
Henrik Rydgård
90d4296a6a
Add a QueueRunner logging facility. Set up a subpass dependency for the backbuffer pass.
2017-11-01 08:45:14 +01:00
Henrik Rydgård
ed2731d197
Vulkan: Fix depal and shader blending.
2017-10-31 12:35:00 +01:00
Henrik Rydgård
65e23bb9f3
Some reorganization. Start implementing framebuffer depal for Vulkan.
2017-10-31 12:34:31 +01:00