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authorriperiperi <rhy3756547@hotmail.com>2024-01-31 22:49:50 +0000
committerGitHub <noreply@github.com>2024-01-31 23:49:50 +0100
commitc94f0fbb8307873f68df982c100d3fb01aa6ccf5 (patch)
tree327a039f016b3e0ae45713e0f5dd413a04d673ae /src/Ryujinx.Graphics.Gpu/Engine/Twod
parentd1b30fbe08d79ad81167358779d77cf4e7167386 (diff)
Vulkan: Add Render Pass / Framebuffer Cache (#6182)1.1.1154
* Vulkan: Add Render Pass / Framebuffer Cache Cache is owned by each texture view. - Window's way of getting framebuffer cache for swapchain images is really messy - it creates a TextureView out of just a vk image view, with invalid info and no storage. * Clear up limited use of alternate TextureView constructor * Formatting and messages * More formatting and messages I apologize for `_colorsCanonical[index]?.Storage?.InsertReadToWriteBarrier`, the compiler made me do it * Self review, change GetFramebuffer to GetPassAndFramebuffer * Avoid allocations on Remove for HashTableSlim * Member can be readonly * Generate texture create info for swapchain images * Improve hashcode * Remove format, samples, size and isDepthStencil when possible Tested in a number of games, seems fine. * Removed load op barriers These can be introduced later. * Reintroduce UpdateModifications Technically meant to be replaced by load op stuff.
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