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path: root/Source/Core/VideoBackends/Vulkan/FramebufferManager.cpp
AgeCommit message (Collapse)Author
2018-11-07Vulkan: Submit fewer command buffers in deferred EFB copies modeStenzek
2018-07-19FramebufferManager: Dynamic selection of EFB depth formatStenzek
2018-04-12Reformat all the things!spycrab
2018-03-14Assert: Uppercase assertion macrosLioncash
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).
2018-03-01AbstractTexture: Support multisampled abstract textureStenzek
2018-01-11Vulkan: Fix possible mismatch between EFB framebuffer and render passStenzek
This could happen when changing MSAA settings or internal resolution at runtime.
2018-01-11Vulkan: Move pipeline barrier outside render pass for EFB peeksStenzek
2018-01-11Vulkan: Fix FramebufferManagerBase::m_EFBLayers being set out-of-rangeStenzek
2018-01-11Vulkan: Move render pass management to ObjectCacheStenzek
2018-01-11Vulkan: Add missing layout transition when resolving MSAA depth buffersStenzek
2017-11-22Vulkan: Drop StagingTexture2D class as it is now duplicated functionalityStenzek
2017-11-19Merge pull request #6186 from lioncash/enum-classLeo Lam
VideoConfig: Make AspectMode and StereoMode enum classes
2017-11-19VideoBackends: Remove header inclusions made unnecessary with Hybrid XFBLioncash
Just some inclusions that weren't removed in the initial Hybrid XFB PR.
2017-11-18VideoConfig: Make StereoMode an enum classLioncash
Makes for more strongly-typed identifiers (and doesn't pollute surrounding namespaces)
2017-11-17Remove old XFB logiciwubcode
2017-11-17Add support for hybrid XFBiwubcode
2017-09-11VideoCommon: Add helpers for generating common render statesStenzek
2017-09-11Vulkan: Clear contents of EFB convert framebuffer at create timeStenzek
Fixes a validation layer warning when converting pixel formats.
2017-09-11Renderer: Move cull mode to a rasterization state objectStenzek
Also moves logic for primitive handling to VideoCommon.
2017-09-11Renderer: Move depth state to VideoCommon and seperate from bpmemStenzek
2017-07-30Vulkan: Move shader/pipeline-related methods to ShaderCacheStenzek
2017-07-20Vulkan: Emit input/output locations for EFB poke geometry shaderStenzek
2017-06-13Video Backends: Split texture cache code out into separate files, introduce ↵iwubcode
'AbstractTexture'
2017-04-18Merge pull request #5284 from stenzek/vulkan-videocommon-blending-stateStenzek
Vulkan: Use BlendingState from VideoCommon
2017-04-18Vulkan: Use BlendingState from VideoCommonStenzek
Remove the internal BlendState union. Also fixes Kirby's Return to Dreamland shadows.
2017-04-15Vulkan: Clamp framebuffer resolve rectangle to texture sizeStenzek
This is invalid and was causing the NVIDIA driver to throw an error.
2017-03-04VideoCommon: Eliminate static state in RendererStenzek
2017-02-03FramebufferManagerBase: Return a std::pair from GetTargetSizeLioncash
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.
2017-02-01LightingShaderGen: Remove unnecessary includesLioncash
2016-12-27Vulkan/GL: Set the alpha channel to 0 when creating the EFB framebufferStenzek
2016-12-04Vulkan: Use explicit barriers instead of dependanciesStenzek
At least on NV, some of these don't seem to have the intended effect. One known instance of this is in texture conversion.
2016-12-04Vulkan: Move XFB encoding/decoding to TextureConverterStenzek
2016-12-04Vulkan: Implement StagingTexture2D on top of StagingBufferStenzek
Greatly simplifies things, and we weren't using the linear texture implementation anyway.
2016-12-04Vulkan: Use an enumeration to index pipeline layoutsStenzek
2016-11-30Vulkan: Replace explicit command buffer submits with wrapper functionStenzek
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.
2016-11-19Vulkan: Handle strided XFB copiesStenzek
Where src_rect.width * 2 != dst_stride.
2016-11-14Vulkan: Use correct sample count for EFB pokes with MSAA enabledStenzek
2016-11-14Vulkan: Fix crash on EFB pokeStenzek
2016-11-03Vulkan: Implement virtual/real XFB supportStenzek
2016-11-03Vulkan: Remove parameters/members of single-instance classesStenzek
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().
2016-10-03Vulkan: Fix resource leaks present at shutdown and mode changesStenzek
Infrequent, but still happened.
2016-09-30Vulkan: Amend header includesLioncash
Adds headers where necessary to eliminate indirect includes. Also adds headers to ensure certain standard constructs always resolve correctly
2016-10-01Vulkan: Use render-pass based clears where possibleStenzek
2016-10-01Implement experimental Vulkan backendStenzek