Age | Commit message (Collapse) | Author | |
---|---|---|---|
2021-07-22 | shader: Ignore global memory ops on devices lacking int64 support | ameerj | |
2021-07-22 | vulkan_device: Add missing include algorithm | lat9nq | |
2021-07-22 | vulkan_device: Blacklist ampere devices from float16 math | ameerj | |
2021-07-22 | dual_vertex_pass: Clang format | ameerj | |
2021-07-22 | gl_shader_cache: Fixes for async shaders | ameerj | |
2021-07-22 | vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onward | ReinUsesLisp | |
2021-07-22 | emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia | ReinUsesLisp | |
Fix regression on Fire Emblem: Three Houses when using native fp16. | |||
2021-07-22 | configure_graphics: Re-order vulkan device populating | lat9nq | |
2021-07-22 | shader: GCC fmt 8.0.0 fixes | lat9nq | |
2021-07-22 | shader: Account for 33-bit IADD3 scenario | ameerj | |
2021-07-22 | shader: Only apply shift on register mode for IADD3 | ReinUsesLisp | |
2021-07-22 | vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state | ReinUsesLisp | |
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated. | |||
2021-07-22 | shader: Fix disabled and unwritten attributes and varyings | ReinUsesLisp | |
2021-07-22 | glsl: Fix shared and local memory declarations | ameerj | |
account for the fact that program.*memory_size is in units of bytes. | |||
2021-07-22 | opengl: Implement LOP.CC | ameerj | |
Used by MH:Rise | |||
2021-07-22 | vk_graphics_pipeline: Implement smooth lines | ReinUsesLisp | |
2021-07-22 | vk_graphics_pipeline: Implement line width | ReinUsesLisp | |
2021-07-22 | spirv: Fix code emission when descriptor aliasing is unsupported | ReinUsesLisp | |
Fixes OpenGL. | |||
2021-07-22 | video_core: Enable GL SPIR-V shaders | lat9nq | |
2021-07-22 | general: Add setting shader_backend | lat9nq | |
GLASM is getting good enough that we can move it out of advanced graphics settings. This removes the setting `use_assembly_shaders`, opting for a enum class `shader_backend`. This comes with the benefits that it is extensible for additional shader backends besides GLSL and GLASM, and this will work better with a QComboBox. Qt removes the related assembly shader setting from the Advanced Graphics section and places it as a new QComboBox in the API Settings group. This will replace the Vulkan device selector when OpenGL is selected. Additionally, mark all of the custom anisotropic filtering settings as "WILL BREAK THINGS", as that is the case with a select few games. | |||
2021-07-22 | glsl: Declare local memory in main | ameerj | |
2021-07-22 | glsl: Add passthrough geometry shader support | ameerj | |
2021-07-22 | shader: Use std::bit_cast instead of Common::BitCast for passthrough | ReinUsesLisp | |
2021-07-22 | glasm: Add passthrough geometry shader support | ReinUsesLisp | |
2021-07-22 | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | |
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | |||
2021-07-22 | vk_graphics_pipeline: Implement conservative rendering | ReinUsesLisp | |
2021-07-22 | shader: Only verify shader when graphics debugging is enabled | ReinUsesLisp | |
2021-07-22 | shader: Unify shader stage types | ReinUsesLisp | |
2021-07-22 | lower_int64_to_int32: Add missing include | lat9nq | |
2021-07-22 | shader: Emulate 64-bit integers when not supported | ReinUsesLisp | |
Useful for mobile and Intel Xe devices. | |||
2021-07-22 | shader: Add int64 to int32 lowering pass | ReinUsesLisp | |
2021-07-22 | shader: Teach global memory base tracker to follow vectors | ReinUsesLisp | |
2021-07-22 | shader: Add constant propagation to integer vectors | ReinUsesLisp | |
2021-07-22 | glsl: Better IAdd Overflow CC fix | ameerj | |
This ensures the original operand values are not overwritten when being used in the overflow detection. | |||
2021-07-22 | shader: Remove IAbs64 | ReinUsesLisp | |
2021-07-22 | glsl: Fix IADD CC | ameerj | |
2021-07-22 | shader_recompiler: Fix IADD3 input partitioning | ameerj | |
2021-07-22 | shader: Move loop safety tests to code emission | ReinUsesLisp | |
2021-07-22 | gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks | ReinUsesLisp | |
2021-07-22 | glsl: Remove frag color initialization | ameerj | |
2021-07-22 | glasm: Implement SetAttribute ViewportMask | ameerj | |
2021-07-22 | gl_graphics_pipeline: Inline hash and operator== key functions | ReinUsesLisp | |
2021-07-22 | gl_shader_cache: Check previous pipeline before checking hash map | ReinUsesLisp | |
Port optimization from Vulkan. | |||
2021-07-22 | gl_graphics_pipeline: Port optimizations from Vulkan pipelines | ReinUsesLisp | |
2021-07-22 | emit_glsl_special: Skip initialization of frag_color0 | ameerj | |
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest. | |||
2021-07-22 | shader: Calibrate loop safety threshold | ReinUsesLisp | |
2021-07-22 | buffer_cache: Fix debugging leftover | ReinUsesLisp | |
2021-07-22 | glsl: Add missing ; in EmitSetSampleMask | Morph | |
Fixes shader compilation in Okami HD | |||
2021-07-22 | buffer_cache: Fix size reductions not having in mind bind sizes | ReinUsesLisp | |
A buffer binding can change between shaders without changing the shaders. This lead to outdated bindings on OpenGL. | |||
2021-07-22 | glsl: Fix output varying initialization when transform feedback is used | ameerj | |