Unknown W. Brackets
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bc3d3cf9fb
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GPU: Optimize clip distances needed.
We only need to write one clip distance to clip clamped depth, since we
don't clamp when it needs clipping on both sides.
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2022-10-05 21:17:17 -07:00 |
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Unknown W. Brackets
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14bf9d1923
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Vulkan: Correct clamped Z clip when clipping neg Z.
In the geometry shader, if used, we need to output the clip distance from
the clamped Z clip or it gets lost.
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2022-10-05 20:48:38 -07:00 |
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Unknown W. Brackets
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8663541403
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Vulkan: Avoid max_vertices=12 if unnecessary.
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2022-10-05 20:11:10 -07:00 |
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Unknown W. Brackets
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3e5c09d432
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Vulkan: Clip clamped depth in geometry shader.
This corrects deformed geometry on Mali devices which don't support
user-space clipping but do support depth clamp.
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2022-10-05 19:41:59 -07:00 |
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Unknown W. Brackets
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5d88e50201
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Vulkan: Generate indices in clipping.
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2022-10-04 23:04:25 -07:00 |
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Unknown W. Brackets
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8025def8d2
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Vulkan: Clip to neg z in the geometry shader.
This is only used when clip distance is unsupported, such as on Mali.
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2022-10-04 22:10:24 -07:00 |
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Unknown W. Brackets
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4df7a8f357
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Vulkan: Cleanup unused geometry shader vars.
Without clipping, these aren't used (but could be in the future with
manual clipping.)
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2022-10-02 07:43:35 -07:00 |
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Unknown W. Brackets
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36eb0d9ad5
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Vulkan: Use geo clip distance only where supported.
It might be supported without cull or GS. Otherwise we may need to clip
the triangles manually.
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2022-10-02 07:42:22 -07:00 |
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Unknown W. Brackets
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bfaa304461
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Vulkan: Correct geometry shader culling.
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2022-10-02 07:42:17 -07:00 |
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Henrik Rydgård
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ac248338be
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Vulkan: Cull in geoshader, hack to on for now.
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2022-10-02 07:42:17 -07:00 |
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Henrik Rydgård
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cdee10fe86
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Vulkan: Basic geoshader code generation.
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2022-10-02 07:42:17 -07:00 |
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