Stenzek
3323265d91
FramebufferManager: Dynamic selection of EFB depth format
2018-07-19 21:47:42 +10:00
spycrab
40bb9974f2
Reformat all the things!
2018-04-12 21:28:39 +02:00
Lioncash
50a476c371
Assert: Uppercase assertion macros
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Macros should be all upper-cased. This is also kind of a wart that's
been sticking out for quite a while now (we avoid prefixing
underscores).
2018-03-14 22:03:12 -04:00
Stenzek
6374a4c4a8
AbstractTexture: Support multisampled abstract texture
2018-03-01 17:31:24 +10:00
Stenzek
4997fbce44
Vulkan: Fix possible mismatch between EFB framebuffer and render pass
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This could happen when changing MSAA settings or internal resolution at
runtime.
2018-01-11 16:02:31 +10:00
Stenzek
0525726338
Vulkan: Move pipeline barrier outside render pass for EFB peeks
2018-01-11 15:36:01 +10:00
Stenzek
48a8063cd5
Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-range
2018-01-11 15:30:27 +10:00
Stenzek
173a33886c
Vulkan: Move render pass management to ObjectCache
2018-01-11 15:21:34 +10:00
Stenzek
0e50b2c9f2
Vulkan: Add missing layout transition when resolving MSAA depth buffers
2018-01-11 15:21:33 +10:00
Stenzek
7f217a8bb2
Vulkan: Drop StagingTexture2D class as it is now duplicated functionality
2017-11-22 18:49:33 +10:00
Leo Lam
80bcc0d58d
Merge pull request #6186 from lioncash/enum-class
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VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19 15:08:16 +01:00
Lioncash
364eaadfe5
VideoBackends: Remove header inclusions made unnecessary with Hybrid XFB
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Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-19 00:53:10 -05:00
Lioncash
5337e58284
VideoConfig: Make StereoMode an enum class
...
Makes for more strongly-typed identifiers (and doesn't pollute
surrounding namespaces)
2017-11-18 23:19:53 -05:00
iwubcode
33bc286baa
Remove old XFB logic
2017-11-17 22:11:29 -06:00
iwubcode
79387dddb2
Add support for hybrid XFB
2017-11-17 19:47:56 -06:00
Stenzek
340aabbb06
VideoCommon: Add helpers for generating common render states
2017-09-11 20:01:52 +10:00
Stenzek
b7a099814a
Vulkan: Clear contents of EFB convert framebuffer at create time
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Fixes a validation layer warning when converting pixel formats.
2017-09-11 20:01:50 +10:00
Stenzek
836b9b9acb
Renderer: Move cull mode to a rasterization state object
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Also moves logic for primitive handling to VideoCommon.
2017-09-11 20:01:45 +10:00
Stenzek
2869c570f1
Renderer: Move depth state to VideoCommon and seperate from bpmem
2017-09-11 19:40:26 +10:00
Stenzek
aff44684a4
Vulkan: Move shader/pipeline-related methods to ShaderCache
2017-07-30 12:38:49 +10:00
Stenzek
d9a3b29a07
Vulkan: Emit input/output locations for EFB poke geometry shader
2017-07-20 17:46:59 +10:00
iwubcode
2cdc93f4ab
Video Backends: Split texture cache code out into separate files, introduce 'AbstractTexture'
2017-06-13 00:41:51 -05:00
Stenzek
d1dc9d5a0c
Merge pull request #5284 from stenzek/vulkan-videocommon-blending-state
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Vulkan: Use BlendingState from VideoCommon
2017-04-18 22:16:32 +10:00
Stenzek
9dc7358395
Vulkan: Use BlendingState from VideoCommon
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Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows.
2017-04-18 21:55:22 +10:00
Stenzek
69b0a31938
Vulkan: Clamp framebuffer resolve rectangle to texture size
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This is invalid and was causing the NVIDIA driver to throw an error.
2017-04-15 19:55:32 +10:00
Stenzek
277829d842
VideoCommon: Eliminate static state in Renderer
2017-03-04 16:39:50 +10:00
Lioncash
c85e0a2586
FramebufferManagerBase: Return a std::pair from GetTargetSize
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Keeps associated data together. It also eliminates the possibility of out
parameters not being initialized properly. For example, consider the
following example:
-- some FramebufferManager implementation --
void FBMgrImpl::GetTargetSize(u32* width, u32* height) override
{
// Do nothing
}
-- somewhere else where the function is used --
u32 width, height;
framebuffer_manager_instance->GetTargetSize(&width, &height);
if (texture_width != width) <-- Uninitialized variable usage
{
...
}
It makes it much more obvious to spot any initialization issues, because
it requires something to be returned, as opposed to allowing an
implementation to just not do anything.
2017-02-03 15:27:53 -05:00
Lioncash
273ace7bb7
LightingShaderGen: Remove unnecessary includes
2017-02-01 01:06:00 -05:00
Stenzek
e6249619a0
Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebuffer
2016-12-27 13:06:08 +10:00
Stenzek
9736198c3b
Vulkan: Use explicit barriers instead of dependancies
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At least on NV, some of these don't seem to have the intended effect. One
known instance of this is in texture conversion.
2016-12-04 20:10:13 +10:00
Stenzek
804cd0ff03
Vulkan: Move XFB encoding/decoding to TextureConverter
2016-12-04 20:10:13 +10:00
Stenzek
e241ec6666
Vulkan: Implement StagingTexture2D on top of StagingBuffer
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Greatly simplifies things, and we weren't using the linear texture
implementation anyway.
2016-12-04 20:10:13 +10:00
Stenzek
4bc0e14995
Vulkan: Use an enumeration to index pipeline layouts
2016-12-04 20:10:13 +10:00
Stenzek
6a4eba1153
Vulkan: Replace explicit command buffer submits with wrapper function
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Should we ever introduce anything else that has to be done when a command
buffer is executed (e.g. invalidating constants from previous commit), we
don't have to update all the callers.
2016-11-30 23:14:36 +10:00
Stenzek
6b88a854a7
Vulkan: Handle strided XFB copies
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Where src_rect.width * 2 != dst_stride.
2016-11-19 20:29:47 +10:00
Stenzek
bd67adb362
Vulkan: Use correct sample count for EFB pokes with MSAA enabled
2016-11-14 20:24:16 +10:00
Stenzek
89176fe2ab
Vulkan: Fix crash on EFB poke
2016-11-14 20:19:59 +10:00
Stenzek
5182e6b549
Vulkan: Implement virtual/real XFB support
2016-11-03 22:33:24 +10:00
Stenzek
b066d51dfa
Vulkan: Remove parameters/members of single-instance classes
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There's not a lot of point in passing these around or storing them
(texture cache/state tracker mainly) as there will only ever be a single
instance of the class.
Also adds downcast helpers such as Vulkan::Renderer::GetInstance().
2016-11-03 22:01:54 +10:00
Stenzek
4a8766cec4
Vulkan: Fix resource leaks present at shutdown and mode changes
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Infrequent, but still happened.
2016-10-03 19:11:47 +10:00
Lioncash
9395b8efa9
Vulkan: Amend header includes
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Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
2016-09-30 23:26:03 -04:00
Stenzek
f6cdc38c8b
Vulkan: Use render-pass based clears where possible
2016-10-01 02:40:02 +10:00
Stenzek
77a128ab87
Implement experimental Vulkan backend
2016-10-01 02:40:01 +10:00