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 |
|