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2021-07-22maxwell_to_vk: Add R16_SNORMReinUsesLisp
2021-07-22configure_graphics: Mark SPIR-V as Experimental, Mesa onlylat9nq
2021-07-22glsl: Fix tracking of info.uses_shadow_lodameerj
2021-07-22shader: Ignore global memory ops on devices lacking int64 supportameerj
2021-07-22vulkan_device: Add missing include algorithmlat9nq
2021-07-22vulkan_device: Blacklist ampere devices from float16 mathameerj
2021-07-22dual_vertex_pass: Clang formatameerj
2021-07-22gl_shader_cache: Fixes for async shadersameerj
2021-07-22vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onwardReinUsesLisp
2021-07-22emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp
Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-22configure_graphics: Re-order vulkan device populatinglat9nq
2021-07-22shader: GCC fmt 8.0.0 fixeslat9nq
2021-07-22shader: Account for 33-bit IADD3 scenarioameerj
2021-07-22shader: Only apply shift on register mode for IADD3ReinUsesLisp
2021-07-22vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
2021-07-22shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp
2021-07-22glsl: Fix shared and local memory declarationsameerj
account for the fact that program.*memory_size is in units of bytes.
2021-07-22opengl: Implement LOP.CCameerj
Used by MH:Rise
2021-07-22vk_graphics_pipeline: Implement smooth linesReinUsesLisp
2021-07-22vk_graphics_pipeline: Implement line widthReinUsesLisp
2021-07-22spirv: Fix code emission when descriptor aliasing is unsupportedReinUsesLisp
Fixes OpenGL.
2021-07-22video_core: Enable GL SPIR-V shaderslat9nq
2021-07-22general: Add setting shader_backendlat9nq
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.
2021-07-22glsl: Declare local memory in mainameerj
2021-07-22glsl: Add passthrough geometry shader supportameerj
2021-07-22shader: Use std::bit_cast instead of Common::BitCast for passthroughReinUsesLisp
2021-07-22glasm: Add passthrough geometry shader supportReinUsesLisp
2021-07-22shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-22vk_graphics_pipeline: Implement conservative renderingReinUsesLisp
2021-07-22shader: Only verify shader when graphics debugging is enabledReinUsesLisp
2021-07-22shader: Unify shader stage typesReinUsesLisp
2021-07-22lower_int64_to_int32: Add missing includelat9nq
2021-07-22shader: Emulate 64-bit integers when not supportedReinUsesLisp
Useful for mobile and Intel Xe devices.
2021-07-22shader: Add int64 to int32 lowering passReinUsesLisp
2021-07-22shader: Teach global memory base tracker to follow vectorsReinUsesLisp
2021-07-22shader: Add constant propagation to integer vectorsReinUsesLisp
2021-07-22glsl: Better IAdd Overflow CC fixameerj
This ensures the original operand values are not overwritten when being used in the overflow detection.
2021-07-22shader: Remove IAbs64ReinUsesLisp
2021-07-22glsl: Fix IADD CCameerj
2021-07-22shader_recompiler: Fix IADD3 input partitioningameerj
2021-07-22shader: Move loop safety tests to code emissionReinUsesLisp
2021-07-22gl_graphics_pipeline: Fix assembly shaders check for transform feedbacksReinUsesLisp
2021-07-22glsl: Remove frag color initializationameerj
2021-07-22glasm: Implement SetAttribute ViewportMaskameerj
2021-07-22gl_graphics_pipeline: Inline hash and operator== key functionsReinUsesLisp
2021-07-22gl_shader_cache: Check previous pipeline before checking hash mapReinUsesLisp
Port optimization from Vulkan.
2021-07-22gl_graphics_pipeline: Port optimizations from Vulkan pipelinesReinUsesLisp
2021-07-22emit_glsl_special: Skip initialization of frag_color0ameerj
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
2021-07-22shader: Calibrate loop safety thresholdReinUsesLisp
2021-07-22buffer_cache: Fix debugging leftoverReinUsesLisp