Commit Graph

32 Commits

Author SHA1 Message Date
Triang3l
e6fa0ad139 [GPU] Dynamic r# count via shader modifications + refactoring 2020-12-19 16:14:54 +03:00
Triang3l
36a0bcec8b [GPU] XXH3 hash instead of XXH64 2020-12-08 22:31:09 +03:00
Triang3l
9a4643d0f2 [GPU] Non-ROV f24 trunc/round, host shader modifications, cache dir 2020-12-07 22:31:46 +03:00
Triang3l
4bb0ca0e09 [GPU] Move all xenos.h to gpu::xenos, disambiguate Dimension/TextureDimension 2020-07-11 15:54:22 +03:00
Margen67
09e1028154 Remove (hopefully) last OpenGL leftovers & crunch
Crunch is unused.
2019-11-08 09:10:51 -08:00
Triang3l
a9ed73bdd1 [GPU] Remove most hardcoded register/instruction layouts from common and D3D12 code 2019-10-20 19:40:37 +03:00
Triang3l
f83269cf8c [GPU] Refactor: Register structs in D3D12CommandProcessor and some other places 2019-10-19 23:32:38 +03:00
Triang3l
c6255af824 [GPU] Depth bias support 2018-06-16 16:32:14 +03:00
gibbed
8064926999 [Vulkan] Implement support for color_exp_bias. 2018-05-19 15:45:13 -05:00
DrChat
a9d2a50082 [Vulkan] Add AMD shader statistics info support 2018-03-03 12:34:19 -06:00
DrChat
43043fd4a8 [Vulkan] Track pixel center in pipeline cache (but don't apply it quite yet) 2018-03-03 10:30:59 -06:00
DrChat
5a4dcd7043 [Vulkan] Shader module debug object names 2018-02-22 23:07:54 -06:00
DrChat
4e1a55f585 [Vulkan] Bind the vertex set to DS slot 2 2018-02-18 18:50:53 -06:00
DrChat
3e157972cc [Vulkan] Add a few size checks on vertex bindings (max across all cards is 32) 2018-01-03 16:40:31 -06:00
DrChat
26100c586f [Vulkan] Track render target state with the pipeline cache 2017-12-22 23:33:27 -06:00
DrChat
49287579ff [Vulkan] Robustify error handling during initialization 2017-12-16 15:14:48 -06:00
Dan Weatherford
6f6e638f2f [vulkan] Point list rendering improvements
Implement register and vertex-shader-written point size. Fix point size
computation in geometry shader (convert pixel size to NDC scale using
viewport size). Fix point sprite coordinate generation.
2016-11-12 18:03:03 -06:00
Dr. Chat
b478408dfb PipelineCache: Better stencil support, and allow null pixel shaders. 2016-07-24 15:36:41 -05:00
Dr. Chat
9d1e66ab16 Don't write to color targets in depth-only mode. 2016-05-24 21:58:02 -05:00
Dr. Chat
bd27835a3d Pipeline Cache: Translate shaders when program cntl register is available 2016-05-22 20:03:13 -05:00
Dr. Chat
8e8df2e778 PipelineCache: Support shader disasm dumps for nvidia cards.
Fix MSAA 2X multiplier.
2016-05-03 14:07:20 -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
1e1da1eb6c PipelineCache::ConfigurePipeline - Inform the caller if the pipeline is dirty or they can reuse the previously bound pipeline.
Make SetDynamicState public.
2016-03-25 16:34:14 -05:00
Dr. Chat
e72e283e79 Primitive type makes rasterization state dirty too! 2016-03-23 16:20:06 -05:00
Ben Vanik
b3faba50a3 Pushing constants. 2016-02-21 10:38:58 -08:00
Ben Vanik
b5a0c4715b Porting GL4 geometry shaders. Likely not working. 2016-02-20 16:35:21 -08:00
Ben Vanik
5759f82276 Adding pipeline caching. 2016-02-20 15:00:11 -08:00
Ben Vanik
731ff52773 Implementing a lot of the pipeline state setting. 2016-02-20 12:59:18 -08:00
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
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