| Age | Commit message (Collapse) | Author |
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Corrects some visual issues in games such as Disney SpeedStorm
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renderer_vulkan: fix query cache for homebrew
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Vulkan: Implement Depth Bias Control
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Y.F.C: Rework the Query Cache.
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vk_texture_cache: Limit srgb block to transcoding only
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vulkan_device: Return true if either depth/stencil format supports blit
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android: Add option to bundle validation layer
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* VVL has implemented the more modern alternative, thus we don't need to support it anymore
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Fix regressions that damaged compute indirect & use reinterpret for copies with different byteblocksizes
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Mark decompiled macros on dump, dump shaders after translation
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Mark accelerated DMA destination buffers and images as GPU-modified
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skip fragment shaders when rasterizer is disabled
initialize env_ptrs
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vulkan: centralize config
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general: Reimplement per-game configurations
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Just puts them all neatly into one place.
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These occur in the latest commits in LLVM Clang.
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Add support for VK_KHR_image_format_list
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Memory Tracking: Add mechanism to register small writes when gpu page is contested by GPU
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As far as I can tell, there is no reason to OR this bit in separately.
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* Many times the format itself wouldn't have been added to the list causing device losses for nvidia GPUs
* Also account for ASTC acceleration storage views
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with the host GPU
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