| Age | Commit message (Collapse) | Author |
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shader_recompiler: remove barriers in conditional control flow when device lacks support
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lacks support
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Make VK_EXT_robustness2 optional
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For some reason nvidia implemented Vulkan 1.2 supported without support for VK_EXT_robustness2 in tegra X1/X2 .
Fix vulkan work in TX1/TX2 L4T drivers .
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adrenotools
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- Fixes #104.
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atomic otherwise.
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- Causes crashes on sampler creation with Super Mario Odyssey.
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- Newer drivers report this as supported, but it is broken.
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
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Regular descriptors are around 1.5x faster to update.
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vulkan_device: Enable VK_KHR_push_descriptor on newer ANV
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video_core: add ASTC recompression
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Hardly limiting the device access memory to 4 GB for integrated vulkan devices here. This works for the Steam Deck in order not to go above 4 GB VRAM usage any more (above this value the likelihood to crash when the RAM exceeds 12 GB as well raises).
But there will be perhaps a detection mechanism necessary for detecting the real memory limit for integrated vulkan devices. Those likely might have small limits anyway, but what about integrated GPUs on machines with > 16 GB RAM, aka larger amounts ?
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Mesa commit ff91c5ca42bc80aa411cb3fd8f550aa6fdd16bdc breaks
VK_KHR_push_descriptor usage on ANV drivers 22.3.0, so disable it
and allow games to boot.
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vulkan_common: disable depth clamp dynamic state for older radv
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vulkan_device: reserve extra memory to prevent swaps
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Log object names with debug renderer, add a GPU address to ImageViews
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configuration: Expose separate swap present modes
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We don't need the whole EmuWindow when creating a surface,
and it creates onerous requirements outside of typical usage for
creating a surface elsewhere.
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MoltenVK: restrict number of vertex attributes/bindings to 16
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