Age | Commit message (Collapse) | Author |
|
|
|
|
|
|
|
|
|
|
|
Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
|
|
|
|
Useful for mobile and Intel Xe devices.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also add a setting for enable Nsight Aftermath.
|
|
|
|
The lod query functions exposed by the rendering API's do not make use of the texturearray layer indexing.
|
|
|
|
Used by Claybook.
|
|
|
|
"Negative" offsets don't exist. They are shown as such due to a bug in
nvdisasm.
Unaligned offsets have been proved to read the aligned offset. For
example, when reading an U32, if the offset is 6, the offset read will
be 4.
|
|
|
|
Fixes ubsan issue.
|
|
|
|
|
|
|
|
Causes regressions on Bowser's Fury.
|
|
|
|
|
|
Fixes the identity removal pass.
|
|
Remove lod clamp from texture instructions with lod, as this is not
needed (nor supported).
|
|
Fixes members of unnamed union not being accessible, and one function
without a declaration.
|
|
|
|
|
|
This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|