Stenzek
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9604b336c8
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Vulkan: Don't destroy the device's pipeline cache on MSAA mode change
The user could switch back again, and this would mean this data would be
lost. Disk space is cheap, and it's not going to be much.
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2016-11-28 21:21:54 +10:00 |
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Stenzek
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aac66a1b61
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Vulkan: Implement a pipeline UID cache
This stores enough information to recreate the pipeline, including the
shader UIDs, blend/depth/rasterization state, primitive and vertex format.
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2016-11-28 21:21:53 +10:00 |
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Stenzek
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70eb904536
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Vulkan: Fix incorrect geometry shader input/output usage
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2016-11-03 22:33:24 +10:00 |
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JosJuice
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1081497cad
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DiscIO/SConfig: Rename GetUniqueID to GetGameID
We call this "game ID" everywhere else, and it's not
actually completely unique.
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2016-10-29 15:24:02 +02:00 |
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Markus Wick
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ef1bfc26b2
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Merge pull request #4291 from degasus/shader_gen
PixelShaderGen: Fix UID issues.
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2016-10-05 12:20:58 +02:00 |
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degasus
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829fc8f0ad
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PixelShaderGen: Drop dstAlphaMode constant in shader generation.
It is already stored within the UID.
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2016-10-04 10:13:46 +02:00 |
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Stenzek
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f595fe080f
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Vulkan: Fix bug with fractional LOD bias and min/max LOD
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2016-10-03 19:11:48 +10:00 |
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Lioncash
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9395b8efa9
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Vulkan: Amend header includes
Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly
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2016-09-30 23:26:03 -04:00 |
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Stenzek
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77a128ab87
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Implement experimental Vulkan backend
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2016-10-01 02:40:01 +10:00 |
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