Age | Commit message (Collapse) | Author |
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This crashes their shader compiler for some reason.
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
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On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
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Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
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Fix regression on Fire Emblem: Three Houses when using native fp16.
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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and wip nv thread shuffle impl
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along with some more cleanup/oversight fixes
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Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
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