iwubcode 
								
							 
						 
						
							
							
								
							
							
	834f8f7b5c  
						 
						
							
							
								
								
								VideoBackends: add support to allow rendering to multiple output textures  
							
							
							
						 
						
							2023-06-03 14:52:31 -05:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Pierre Bourdon 
								
							 
						 
						
							
							
								
							
							
	
	
	e149ad4f0a 
 
						 
						
							
							
								
								
								treewide: convert GPLv2+ license info to SPDX tags  
							
							... 
							
							
							
							SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/  . SPDX
tags are adopted in many large projects, including things like the Linux
kernel. 
							
						 
						
							2021-07-05 04:35:56 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	f039149198  
						 
						
							
							
								
								
								Move most backend functionality to VideoCommon  
							
							
							
						 
						
							2019-02-19 16:57:54 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	e03b8e899e  
						 
						
							
							
								
								
								Vulkan: Move texture upload buffer to ObjectCache  
							
							
							
						 
						
							2019-01-25 11:15:57 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	173a33886c  
						 
						
							
							
								
								
								Vulkan: Move render pass management to ObjectCache  
							
							
							
						 
						
							2018-01-11 15:21:34 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	81b4ed2a81  
						 
						
							
							
								
								
								Vulkan: Uber shader support  
							
							
							
						 
						
							2017-07-30 17:43:59 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	aff44684a4  
						 
						
							
							
								
								
								Vulkan: Move shader/pipeline-related methods to ShaderCache  
							
							
							
						 
						
							2017-07-30 12:38:49 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	d01b0bf60f  
						 
						
							
							
								
								
								VideoCommon: Move shader cache filename generation to common  
							
							
							
						 
						
							2017-07-20 17:46:59 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	b380f292b4  
						 
						
							
							
								
								
								Vulkan: Reload pipeline cache when relevant host config changes  
							
							
							
						 
						
							2017-07-20 17:46:59 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	a8343cc19a  
						 
						
							
							
								
								
								Vulkan: Don't save pipeline cache if shader cache is disabled  
							
							... 
							
							
							
							We still create a pipeline cache object, since that speeds up driver's
creation of pipelines at runtime. However, we should not save it. 
							
						 
						
							2017-07-20 17:46:59 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	417a4ca206  
						 
						
							
							
								
								
								Vulkan: Implement post-processing backend  
							
							... 
							
							
							
							No new features, just parity with OpenGL. 
							
						 
						
							2017-04-25 14:27:02 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	9dc7358395  
						 
						
							
							
								
								
								Vulkan: Use BlendingState from VideoCommon  
							
							... 
							
							
							
							Remove the internal BlendState union. Also fixes Kirby's Return to
Dreamland shadows. 
							
						 
						
							2017-04-18 21:55:22 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	5fbc63fbcf  
						 
						
							
							
								
								
								Vulkan: Compute shader support  
							
							
							
						 
						
							2017-04-01 12:32:57 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	4bc0e14995  
						 
						
							
							
								
								
								Vulkan: Use an enumeration to index pipeline layouts  
							
							
							
						 
						
							2016-12-04 20:10:13 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	cd3481fbc7  
						 
						
							
							
								
								
								Vulkan: Differentiate between descriptor set layouts and bind points  
							
							... 
							
							
							
							This also moves the pipeline and descriptor set layouts used for texture
conversion (texel buffers) to ObjectCache, and shares a binding location
with the SSBO set. 
							
						 
						
							2016-12-04 20:10:13 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	8d48319414  
						 
						
							
							
								
								
								Vulkan: Validate the pipeline cache before using it  
							
							... 
							
							
							
							This ensures that if a user changes adapters or vendors we're not passing
invalid data to the driver. 
							
						 
						
							2016-11-28 21:21:55 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	9604b336c8  
						 
						
							
							
								
								
								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. 
							
						 
						
							2016-11-28 21:21:54 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	aac66a1b61  
						 
						
							
							
								
								
								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. 
							
						 
						
							2016-11-28 21:21:53 +10:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									degasus 
								
							 
						 
						
							
							
								
							
							
	829fc8f0ad  
						 
						
							
							
								
								
								PixelShaderGen: Drop dstAlphaMode constant in shader generation.  
							
							... 
							
							
							
							It is already stored within the UID. 
							
						 
						
							2016-10-04 10:13:46 +02:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Lioncash 
								
							 
						 
						
							
							
								
							
							
	9395b8efa9  
						 
						
							
							
								
								
								Vulkan: Amend header includes  
							
							... 
							
							
							
							Adds headers where necessary to eliminate indirect includes.
Also adds headers to ensure certain standard constructs always
resolve correctly 
							
						 
						
							2016-09-30 23:26:03 -04:00 
							
								 
							
							
								 
							
						 
					 
				
					
						
							
								
								
									Stenzek 
								
							 
						 
						
							
							
								
							
							
	77a128ab87  
						 
						
							
							
								
								
								Implement experimental Vulkan backend  
							
							
							
						 
						
							2016-10-01 02:40:01 +10:00