Commit Graph

13 Commits

Author SHA1 Message Date
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