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2021-07-22qt: Remove "experimental" from asynchronous shader building UIReinUsesLisp
2021-07-22Revert "renderers: Disable async shader compilation"ReinUsesLisp
This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
2021-07-22opengl: Fix asynchronous shadersReinUsesLisp
Wait for shader to build before configuring it, and wait for the shader to build before sharing it with other contexts.
2021-07-22shader_environment: Receive cache version from outsideReinUsesLisp
This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-22cmake: Remove shader cache versionReinUsesLisp
2021-07-22shader: Fix disabled attribute default valuesameerj
2021-07-22gl_device: Simplify GLASM setting logicameerj
2021-07-22glsl: Simplify FCMP emissionameerj
2021-07-22glsl: Update TessellationControl gl_inameerj
Adheres to GL_ARB_separate_shader_objects requirements
2021-07-22renderer_opengl: Use ARB_separate_shader_objectsReinUsesLisp
Ensures that states set for a particular stage are not attached to other stages which may not need them.
2021-07-22shader: Implement ISETP.Xameerj
2021-07-22shader: Avoid usage of C++20 ranges to build in clangReinUsesLisp
2021-07-22glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZEameerj
2021-07-22gl_shader_cache: Properly implement asynchronous shadersReinUsesLisp
2021-07-22shader_recompiler, video_core: Resolve clang errorslat9nq
Silences the following warnings-turned-errors: -Wsign-conversion -Wunused-private-field -Wbraced-scalar-init -Wunused-variable And some other errors
2021-07-22main: Update Shader Cache menu optionsameerj
This change adds two new context menu items to remove either the OpenGL or the Vulkan shader caches individually, and the provides the option to remove all caches for the selected title. This also changes the behavior of the open shader cache option. Now it creates the shader cache directory for the title if it does not yet exist.
2021-07-22renderers: Fix clang formattingameerj
2021-07-22shader: Manually convert from array<u32> to bitset instead of using bit_castReinUsesLisp
2021-07-22renderers: Disable async shader compilationameerj
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
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