Henrik Rydgård
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b43698a13d
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Remove most instances of base/logging.h from Common, Core, GPU, more
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2020-08-15 19:08:44 +02:00 |
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Henrik Rydgård
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ba0d04a142
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Vulkan: Implement depth texturing through depal.
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2020-08-09 20:31:04 +02:00 |
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Henrik Rydgård
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882cc6295e
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Rename FramebufferVulkan.cpp/h to FramebufferManagerVulkan.cpp/h
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2020-08-03 23:22:11 +02:00 |
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Henrik Rydgård
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c5e0b799d9
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Remove category from _assert_msg_ functions. We don't filter these by category anyway.
Fixes the inconsistency where we _assert_ didn't take a category but
_assert_msg_ did.
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2020-07-19 20:33:25 +02:00 |
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Unknown W. Brackets
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ac60e2ecd4
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GPU: Track HW tess at start of frame too.
This also makes it so we don't force the setting off when you change
backends, and just ignore it if unsupported.
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2020-04-04 11:52:32 -07:00 |
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Unknown W. Brackets
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c42fb72419
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GPU: Update uniforms w/ consistent render mode too.
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2020-04-04 11:03:07 -07:00 |
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Henrik Rydgård
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974095ac10
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Log shader contents to VERBOSE instead of DEBUG.
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2020-02-29 10:46:04 +01:00 |
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Henrik Rydgård
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3445f39f3f
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Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh.
Minor cleanups.
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2019-03-11 16:40:10 +01:00 |
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Henrik Rydgard
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8e1a5ef3d6
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Minor refactor of physical device property/feature detection, to allow for more extension use.
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2019-02-05 18:07:17 +01:00 |
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Henrik Rydgard
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fdd0d7acb4
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More Vulkan validation fixes
NVIDIA no longer uses nVidia capitalization.
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2019-02-05 18:07:11 +01:00 |
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Henrik Rydgard
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128c0adc39
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Vulkan: Fix typo, bump shader cache version.
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2019-02-04 14:22:19 +01:00 |
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Unknown W. Brackets
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f8ce9b08ba
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Vulkan: Limit stencil workaround to Adreno 5xx.
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2018-12-23 14:11:57 -08:00 |
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Unknown W. Brackets
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1f594f3fb5
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GPU: Track draw in shader manager.
With device restore etc. everywhere.
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2018-12-23 12:55:37 -08:00 |
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Henrik Rydgård
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d9cfa3a8fa
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Bump shader caches
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2018-12-02 21:49:20 +01:00 |
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Henrik Rydgård
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5975f471e2
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Vulkan: Only apply the depth workaround on Qualcomm devices (adreno)
We've seen issues, and the validation layer still doesn't like them very much...
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2018-09-18 23:46:45 +02:00 |
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Henrik Rydgård
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b037efdb55
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If there are multiple Vulkan devices, show a setting to allow the user to choose.
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2018-06-06 10:20:12 +02:00 |
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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 fb7a63bd11
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2018-05-13 20:42:17 +02:00 |
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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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cddc7b5dc5
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Vulkan: Fix cache file error handling warnings.
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2018-04-14 10:59:41 -07:00 |
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Henrik Rydgård
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81276c8862
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Fix various bugs.
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2018-04-13 14:19:05 +02:00 |
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Henrik Rydgård
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29c41c6a35
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Implement shader depal for Vulkan. See #10908. Bilinear filter not yet implemented.
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2018-04-13 14:19:01 +02:00 |
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Henrik Rydgård
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163350bbcd
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Vulkan/D3D11: Make some space in the base uniform buffer by consolidating the spline parameters into one variable.
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2018-04-13 08:58:05 +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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Henrik Rydgård
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1c99ebcbcc
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Fix DecFmt bug
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2018-04-10 12:12:47 +02:00 |
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Henrik Rydgård
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6a90b8fbb4
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Revert "Further cleanup after the removal of hardware skinning."
This reverts commit f086a0915f.
Increment the shader cache version. Restore some more.
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2018-04-10 11:38:02 +02:00 |
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