Halo-Michael
0652d2b52f
Change the typo
2020-12-08 14:42:07 +08:00
Halo-Michael
a40674d770
Fix loader
2020-12-08 14:40:29 +08:00
Halo-Michael
277b00dfa0
Bundle libMoltenVK
2020-12-08 13:46:14 +08:00
Henrik Rydgård
032890803e
Need to take renderArea into account when merging render passes.
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Fixes #13664
2020-11-26 23:29:59 +01:00
Henrik Rydgård
29b2f2c4ef
Better GLSL version handling. Now specify the latest version supported by the device.
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Correct the version check for our own implementations of packUnorm4x8 etc.
2020-11-16 23:30:07 +01:00
Henrik Rydgård
90cc325b53
Clears didn't always properly set the RenderArea. Should help #13664
2020-11-15 22:30:16 +01:00
Henrik Rydgård
6310af25fa
Get shader color write masking going on all backends.
2020-11-08 23:45:47 +01:00
Henrik Rydgård
96c36d5c10
More work on reinterpret. Get Vulkan running
2020-11-08 11:32:55 +01:00
Henrik Rydgård
d9ee06a60d
Reorganize the DeviceLost code a little. FramebufferManagerCommon now sees it.
2020-11-07 10:51:54 +01:00
Henrik Rydgård
7a690f177e
Move shader language feature detection to the draw context.
2020-11-06 09:11:57 +01:00
Henrik Rydgård
6db943e831
Merge the two ShaderStage enums
2020-11-05 08:34:35 +01:00
Henrik Rydgård
291742535b
Safety, comments
2020-11-02 10:02:52 +01:00
Henrik Rydgård
b7d674411e
Test parsing of generated OpenGL shaders too (by using glslang).
2020-10-31 18:32:43 +01:00
Henrik Rydgård
b070ed45e9
Evolve the HLSL and GLSL fragment shader generators even closer together.
2020-10-31 18:32:42 +01:00
Henrik Rydgård
d4c02ccc1c
Address feedback about recent changes
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Thanks unknown.
2020-10-19 22:50:31 +02:00
Henrik Rydgård
6cc8c2ebc1
Merge pull request #13328 from hrydgard/libretro-fixes
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Fix libretro with Vulkan
2020-10-14 22:08:11 +02:00
Henrik Rydgård
332bb7feeb
VK: Whenever safely possible, shrink the render area.
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We just set the render area to the union of the scissor rects used in a pass.
Might help some games on some mobile hardware, a little bit.
Possibly #13464 ?
2020-10-11 23:23:25 +02:00
Henrik Rydgård
dffc36b854
Get Vulkan going again with libretro. Rendering is the wrong size and crashes on exit, but it's a start.
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Only tested on Windows.
2020-10-11 19:06:09 +02:00
Henrik Rydgård
5ece3de8ba
Track and accumulate pipeline flags for render passes.
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(Information that will later let us make some interesting optimizations)
2020-10-11 12:22:25 +02:00
Henrik Rydgård
9d78ba93e0
Bugfix
2020-10-11 11:17:43 +02:00
Henrik Rydgård
692048fb8b
VK: Separate layout transitions from renderpasses again.
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According to sage advice from themaister, this is just unnecessary overengineering.
Having them separate reduces the size of the renderpass key - we might be able to just
change that to an array lookup again. Will also make it easier to in the future add
depth-less render passes.
2020-10-11 11:06:54 +02:00
Henrik Rydgård
940611fe65
Remove the USE_GENERAL_LAYOUT_FOR* debug defines.
2020-10-11 11:06:54 +02:00
Henrik Rydgård
dc0f7ca8ee
VK: Copy depth buffer if we can't blit. Some GPUs can't blit to depth.
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Fixes some recent issues with Intel GPUs on Vulkan.
2020-10-11 10:57:35 +02:00
Henrik Rydgård
886a8b1ac6
Remove Timer.cpp/h. Move various collections into Common/Data/Collections.
2020-10-05 21:05:23 +02:00
Henrik Rydgård
0e3a84b4a8
Move most GPU things to Common.
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It works after the move, on Windows and Android at least.
Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00