Dr. Chat
84758a3a3f
Vulkan CP: Use the color blitter
2017-05-13 10:15:56 -05:00
Dr. Chat
0c2e0e4119
RenderCache: Update to register bitfield structs
2017-03-13 17:54:41 -05:00
Dr. Chat
254acf2a67
RenderCache: Hardcode surface height to 2560
...
Fix a couple of other things
2016-06-03 20:01:49 -05:00
Dr. Chat
d18c99aab6
RenderCache: Account for MSAA when calculating tile sizes.
...
Add a new flag to enable native MSAA (this does not work properly at the moment)
2016-05-03 14:05:34 -05:00
Dr. Chat
50f72b4e42
Enable native MSAA
...
Copy back EDRAM buffers in order by base offset.
2016-04-01 21:52:39 -05:00
Dr. Chat
0e41774e36
RenderCache::dirty() - used to tell if we need to begin a new pass
...
Round all pixel pitch/heights up before dividing.
2016-03-25 16:31:12 -05:00
Dr. Chat
245102e9e5
RenderCache::BlitToImage
2016-03-12 22:04:32 -06:00
Dr. Chat
5ba04b9e55
RenderCache::ClearEDRAMColor/ClearEDRAMDepthStencil
2016-03-12 11:49:59 -06:00
Dr. Chat
635d095b87
RenderCache: Track color target / depth target usage, refactor RawCopyToImage
2016-03-10 20:39:46 -06:00
Dr. Chat
86cb40f0c6
Change how the render cache renders into EDRAM.
...
Rendering directly into the EDRAM buffer is bad because we don't know how the GPU lays out memory when it draws. Instead, we create temporary render targets and copy EDRAM contents to/from those temporary RTs before and after each draw.
2016-03-08 18:02:03 -06:00
Ben Vanik
97174dbe4d
Skeleton leaky hacky hardcoded pipeline setup.
2016-02-19 23:23:58 -08:00
Ben Vanik
de1e4661ff
Not crashing (but also likely not working) EDRAM emulation.
2016-02-19 20:36:10 -08:00
Ben Vanik
8820c73532
A night's worth of work: documented EDRAM. Seems mostly right.
2016-02-19 10:38:11 -08:00
Ben Vanik
1dcc84a472
Starting render passes.
2016-02-18 18:18:31 -08:00
Ben Vanik
52a6f795f7
Shader modules and plumbing.
2016-02-18 18:18:31 -08:00
Ben Vanik
4c4a641096
WIP rough sketch of vulkan backend structure.
2016-02-18 16:43:41 -08:00