| Age | Commit message (Collapse) | Author |
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MSVC generates better code for it.
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Recreate only when requested (or sRGB is changed) instead of tracking
the frontend's size. That size is still used as a hint.
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Add support for Polaris AMD devices.
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Intel devices pre-Xe don't support this.
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Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
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Add Intel Xe support.
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Works around a bug where program parameters are only applied to the
current stage, and this one wasn't bound at the moment.
Affects all SSBO usages on GLASM.
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This tries to fix a data race where we'd wait forever for the GPU.
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This changes how Scheduler::Flush works. It queues the current command
buffer to be sent to the GPU but does not do it immediately. The Vulkan
worker thread takes care of that. Users will have to use
Scheduler::Flush + Scheduler::WaitWorker to get the previous behavior.
Scheduler::Finish is unchanged.
To avoid waiting on work never queued, Scheduler::Wait sends the current
command buffer if that's what the caller wants to wait.
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Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.
Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
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