Commit graph

25 commits

Author SHA1 Message Date
Henrik Rydgård
0e3a84b4a8 Move most GPU things to Common.
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
Henrik Rydgård
a9fef066b5 Reduce string allocations in Vulkan memory allocator 2020-09-24 00:32:52 +02:00
Henrik Rydgård
a22181df1c Partially fix Katamari (flicker due to choice of the wrong depth buffer still happening). 2020-09-01 22:54:36 +02:00
Henrik Rydgård
f9f568d266 Vulkan: Framebuffer manager: Use an allocator for "MakePixelTexture" images.
Fixes #12355 (or at a minimum, will improve it).
2020-05-06 22:24:10 +02:00
Henrik Rydgård
9ed66001c6 Use a plain compute shader for RGBA8888 texture uploads, as a proof of concept. 2019-09-29 10:27:50 -07:00
Henrik Rydgård
c1427f5981 VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly.
Snuck in some minor cleanups.
2019-02-24 22:23:26 +01:00
Unknown W. Brackets
1c253ee271 Vulkan: Add code to track allocator usage info.
This way we can potentially debug leaks, if any.
2018-04-06 21:42:32 -07:00
Henrik Rydgård
39bf5b1f55 Minor naming and init cleanups in VulkanTexture 2018-02-26 10:50:29 +01:00
Henrik Rydgård
e1852321a0 Vulkan: Remove the old method of uploading images. 2018-02-25 12:15:29 +01:00
Henrik Rydgård
bd40479224 Vulkan: Add facility to auto-generate mipmap levels. Not yet used.
Intended for replacement textures and optional quality improvements
later.
2017-12-07 09:28:18 +01:00
Henrik Rydgård
d0c248368d Use a VulkanDeviceAllocator for thin3d textures. Many devices have a hard limit on the total number of allocs and it's unnecessary to have the UI put pressure on that. 2017-12-03 10:29:41 +01:00
Henrik Rydgård
8d7bcd9d61 Vulkan hw tess: Assorted minor fixes. Works on Mali now. 2017-11-11 21:51:05 +01:00
Unknown W. Brackets
fc32a7b24e Vulkan: Show textures in GE debugger. 2017-11-06 00:29:01 -08:00
Henrik Rydgård
96cd368878 Make VulkanTexture "immutable". 2017-11-01 08:49:48 +01:00
Henrik Rydgård
330bdb8be8 Add and update some comments. 2017-11-01 08:42:49 +01:00
Henrik Rydgård
0a0494ef8e It builds! With some shortcuts, of course. 2017-10-26 10:56:59 +02:00
Henrik Rydgård
5da165fad6 More work towards passing 1.61 Vulkan validation layers 2017-10-20 17:19:07 +02:00
Henrik Rydgard
0c70735bc4 Buffered rendering is starting to work, though still kinda broken. 2017-05-30 09:36:17 +02:00
Henrik Rydgard
40d05e292c Cleanup in FramebufferVulkan to reduce the size of future diffs 2016-03-28 20:23:29 +02:00
Henrik Rydgard
a8c386b94c Make VulkanImage a little more flexible (make it possible to create depth images)
Just preparation.
2016-03-28 18:25:05 +02:00
Unknown W. Brackets
16570f10bd Vulkan: Handle texture allocation failure.
Users hit out of memory even using desktop GL devices, and it will
definitely be possible on mobile and desktop Vulkan.
2016-03-27 08:30:42 -07:00
Unknown W. Brackets
27a5697a96 Vulkan: Use the slab allocator for textures. 2016-03-27 08:30:42 -07:00
Unknown W. Brackets
e7ea1da99f Vulkan: Swizzle instead of converting colors. 2016-03-26 15:02:06 -07:00
Henrik Rydgard
5d19f3dfb8 Decode vertex data directly into the vertex pushbuffer, saving a memcpy. 2016-03-20 19:35:03 +01:00
Henrik Rydgard
da50370328 Split out VulkanTexture from VulkanContext.cpp/h into VulkanImage.cpp/h 2016-03-20 19:31:02 +01:00