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path: root/src/video_core/renderer_vulkan/blit_image.cpp
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2023-10-18Merge pull request #11795 from Squall-Leonhart/D32FToOtherliamwhite
[Vulkan]Implement missing copy formats for D32, ARGB8_SRGB and BGRA8_Unorm/SRGB
2023-10-17Changes based on hardware testsSquall-Leonhart
Removes unnecessary d32f to bgra shader and blit functions, update vk_texture_cache to use abgr shader for d32f to BGRA formats updates abgr to d32f shader to comply with hardware tests
2023-10-17Make Clang happy.Squall Leonhart
2023-10-17Added missing BuildShader lineSquall Leonhart
Adds `convert_abgr8_to_d32f_frag(BuildShader(device, CONVERT_ABGR8_TO_D32F_FRAG_SPV)),`
2023-10-16appease the format godsSquall Leonhart
2023-10-16Another missing copy connected to Bravely Default IISquall-Leonhart
adds blit_image_helper.ConvertABGR8ToD32F and fragment shader for performing ABGR and BGRA to D32F copies
2023-10-15missed this line when editing the copypastaSquall-Leonhart
2023-10-15moved line to appease the format godsSquall-Leonhart
2023-10-15Implement missing formats for Bravely Default 2Squall-Leonhart
2023-10-07Merge pull request #11677 from Squall-Leonhart/D32FTOABGR8liamwhite
Implements D32_Float to A8B8G8R8_UNORM format copy
2023-10-04Fix CI Formatting checkSquall-Leonhart
2023-10-04Implements D32_Float to A8B8G8R8_UNORM format copySquall-Leonhart
Corrects some visual issues in games such as Disney SpeedStorm
2023-09-28Enable depth test on stencil clear pathKelebek1
2023-08-19Masked depthstencil clearsKelebek1
2023-08-02vulkan: centralize configAlexandre Bouvier
2023-06-27renderer_vulkan: Prevent crashes when blitting depth stencilGPUCode
2023-01-28video_core: Implement vulkan clear specified channelFengChen
2023-01-16Address feedbackFeng Chen
2023-01-05video_core: Implement opengl/vulkan draw_textureFeng Chen
2022-06-26video_core: Replace VKScheduler with Schedulergerman77
2022-04-23general: Convert source file copyright comments over to SPDXMorph
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-03-23Vulkan: Use 3D helpers for MSAA scaling on NV drivers 510+ameerj
Nvidia Vulkan drivers 510+ crash when blitting MSAA images. Fall-back to 3D scale helpers for MSAA image scaling.
2022-03-15Vulkan: convert S8D24 <-> ABGR8Liam
2021-12-23blit_image: Remove unused functionameerj
2021-12-05blit_image: Refactor upscale factors usageameerj
The image view itself can be queried to see if it is being rescaled or not, removing the need to pass the upscale/down shift factors from the texture cache.
2021-12-05blit_image: Refactor ConvertPipeline functionsameerj
2021-12-05blit_image: Refactor ConvertPipelineEx functionsameerj
reduces much of the duplication between the color/depth variants
2021-12-05Revert "Merge pull request #7395 from Morph1984/resolve-comments"ameerj
This reverts commit d20f91da11fe7c5d5f1bd4f63cc3b4d221be67a4, reversing changes made to 5082712b4e44ebfe48bd587ea2fa38767b7339cb.
2021-11-28Merge pull request #7396 from FernandoS27/blit-this-mfFernando S
TextureCache: Eliminate format deduction as full depth conversion has been supported.
2021-11-22TextureCache: Simplify blitting of D24S8 formats and fix bugs.Fernando Sahmkow
2021-11-20vk_blit_image: Consolidate CreatePipelineTargetEx functionsMorph
2021-11-20TextureCache: Add R16G16 to D24S8 converter.Fernando Sahmkow
2021-11-19TextureCache: Add B10G11R11 to D24S8 converter.Fernando Sahmkow
2021-11-19TextureCache: Implement additional D24S8 convertions.Fernando Sahmkow
2021-11-19Vulkan: implement D24S8 <-> RGBA8 convertions.Fernando Sahmkow
2021-11-16renderer_vulkan/blit_image: Use generic color state on Depth to Color blitsameerj
Fixes Bayonetta 2 on AMD
2021-11-16Vulkan: Fix Blit Depth StencilFernando Sahmkow
2021-11-16Texture Cache: Rescale conversions between depth and colorFernandoS27
2021-11-16vk_texture_cache: Use 3D to scale images when blit is unsupportedameerj
2021-07-22vulkan/blit_image: Commit descriptor sets within worker threadReinUsesLisp
Fixes race condition caused. The descriptor pool is not thread safe, so we have to commit descriptor sets within the same thread.
2021-07-22vulkan: Rework descriptor allocation algorithmReinUsesLisp
Create multiple descriptor pools on demand. There are some degrees of freedom what is considered a compatible pool to avoid wasting large pools on small descriptors.
2021-07-22shader: Implement SULD and SUSTReinUsesLisp
2021-07-22shader: Remove old shader managementReinUsesLisp
2021-05-07texture_cache: Handle out of bound texture blitsameerj
Some games interleave a texture blit using regions which are out-of-bounds. This addresses the interleaving to avoid oob reads from the src texture.
2021-01-04renderer_vulkan: Move device abstraction to vulkan_commonReinUsesLisp
2021-01-03renderer_vulkan: Rename VKDevice to DeviceReinUsesLisp
The "VK" prefix predates the "Vulkan" namespace. It was carried around the codebase for consistency. "VKDevice" currently is a bad alias with "VkDevice" (only an upcase character of difference) that can cause confusion. Rename all instances of it.
2020-12-31vulkan_common: Rename renderer_vulkan/wrapper.h to ↵ReinUsesLisp
vulkan_common/vulkan_wrapper.h Allows sharing Vulkan wrapper code between different rendering backends.
2020-12-30video_core: Rewrite the texture cacheReinUsesLisp
The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage.The current texture cache has several points that hurt maintainability and performance. It's easy to break unrelated parts of the cache when doing minor changes. The cache can easily forget valuable information about the cached textures by CPU writes or simply by its normal usage. This commit aims to address those issues.