ppsspp/GPU/Vulkan
Henrik Rydgård 0462c01228 Workaround ARM Mali depth hardware bug. Fixes #11937
When triangles coincide with the Z=1 plane in specific ways, triggered
by Burnout Legends' sky for example, the depth buffer gets corrupted.

This is worked around here by slightly rescaling Z. This type of
workaround is recommended by ARM driver engineers.

Ugly but what can you do when the hardware is bugged. I've done quick
tests on a number of games with no issues.
2019-09-08 23:44:26 +02:00
..
DebugVisVulkan.cpp Vulkan profiling vis bugfix: Restore font scale after drawing. 2019-08-21 23:11:01 +02:00
DebugVisVulkan.h Vulkan: Implement basic integrated GPU profiling. 2019-08-21 00:03:00 +02:00
DepalettizeShaderVulkan.cpp Vulkan: Image views: The driver is probably smart enough to recognize a no-swizzle, but let's use the proper method. 2019-08-12 23:09:47 +02:00
DepalettizeShaderVulkan.h Vulkan: Remove duplicate depalShaderCache, fix a number of instances where we didn't use the deleter properly. 2017-11-09 17:25:37 +01:00
DrawEngineVulkan.cpp Workaround ARM Mali depth hardware bug. Fixes #11937 2019-09-08 23:44:26 +02:00
DrawEngineVulkan.h Back out wrong change. Leaving better error handling for later. 2019-02-25 15:15:04 +01:00
FragmentShaderGeneratorVulkan.cpp Vulkan: Limit stencil workaround to Adreno 5xx. 2018-12-23 14:11:57 -08:00
FragmentShaderGeneratorVulkan.h Vulkan: Only apply the depth workaround on Qualcomm devices (adreno) 2018-09-18 23:46:45 +02:00
FramebufferVulkan.cpp Fix the indirect postprocessing path. Fixes #12133 (but see the issue for a secondary bug). 2019-08-04 18:01:36 +02:00
FramebufferVulkan.h GPU: Minor framebuffer code cleanup. 2018-06-06 05:56:30 -07:00
GPU_Vulkan.cpp Workaround ARM Mali depth hardware bug. Fixes #11937 2019-09-08 23:44:26 +02:00
GPU_Vulkan.h Vulkan: Implement basic integrated GPU profiling. 2019-08-21 00:03:00 +02:00
PipelineManagerVulkan.cpp Add a little reminder to self with a link to an interesting article. 2019-07-23 17:45:52 +02:00
PipelineManagerVulkan.h GPU: Cancel shader preload on shutdown/lost. 2018-10-30 20:32:12 -07:00
ShaderManagerVulkan.cpp Survive pipeline creation failure on Vulkan. Makes Burnout playable on Pocophone... Sigh. 2019-03-11 16:40:10 +01:00
ShaderManagerVulkan.h GPU: Track draw in shader manager. 2018-12-23 12:55:37 -08:00
StateMappingVulkan.cpp GPU: Respect stencil write mask on clear. 2019-03-16 19:42:18 -07:00
StateMappingVulkan.h Vulkan: Use depth clamping, where available. 2017-12-26 16:54:39 -08:00
StencilBufferVulkan.cpp Minor refactor of physical device property/feature detection, to allow for more extension use. 2019-02-05 18:07:17 +01:00
TextureCacheVulkan.cpp VulkanImage: Fix issue where we'd try to free dedicated allocations from the allocator_ instead of Vulkan directly. 2019-02-24 22:23:26 +01:00
TextureCacheVulkan.h Fix various bugs. 2018-04-13 14:19:05 +02:00
TextureScalerVulkan.cpp c++11: Remove compat header base/functional.h 2016-10-12 11:32:45 +02:00
TextureScalerVulkan.h Rename GLES files to match the convention the other backends use. 2017-01-23 17:08:58 +01:00
VertexShaderGeneratorVulkan.cpp Workaround ARM Mali depth hardware bug. Fixes #11937 2019-09-08 23:44:26 +02:00
VertexShaderGeneratorVulkan.h Remove some unused tracking of whether lighting is used by a shader 2018-03-17 10:33:50 +01:00
VulkanUtil.cpp Remove unused API, assorted cleanup. 2019-02-05 21:31:43 +01:00
VulkanUtil.h Debug visualization for the Vulkan memory allocator. Shows some interesting behaviour. 2018-01-29 19:38:10 +01:00