ReinUsesLisp
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4397053d5c
|
shader: Remove IAbs64
|
2021-07-22 21:51:39 -04:00 |
ameerj
|
bc6e399ae3
|
glsl: Fix IADD CC
|
2021-07-22 21:51:39 -04:00 |
ameerj
|
a7536825df
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shader_recompiler: Fix IADD3 input partitioning
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2021-07-22 21:51:39 -04:00 |
ReinUsesLisp
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808ef97a08
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shader: Move loop safety tests to code emission
|
2021-07-22 21:51:39 -04:00 |
ameerj
|
cbce9ddd4a
|
glsl: Remove frag color initialization
|
2021-07-22 21:51:39 -04:00 |
ameerj
|
3a2dd1b483
|
glasm: Implement SetAttribute ViewportMask
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2021-07-22 21:51:39 -04:00 |
ameerj
|
1c648f176c
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emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
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1d182fc0f5
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shader: Calibrate loop safety threshold
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2021-07-22 21:51:38 -04:00 |
Morph
|
cfbc85839d
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glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
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2021-07-22 21:51:38 -04:00 |
ameerj
|
9e066dcb15
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glsl: Fix output varying initialization when transform feedback is used
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
a0365217f5
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texture_pass: Fix is_read image qualification
Atomic operations are considered to have both read and write access. This was not being accounted for.
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2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
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0cd08b3e72
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shader: Align constant buffer sizes to 16 bytes
WAR for AMD reading zeroes on uniform buffers of size 2.
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2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
59fead3a47
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spirv: Properly handle devices without int8 and int16
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
b5e78607ad
|
spirv: Handle small storage buffer loads on devices with no support
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
ccbd24fe00
|
glsl: Fix cbuf component indexing bug falback
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
1091995f8e
|
shader: Simplify MergeDualVertexPrograms
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
374eeda1a3
|
shader: Properly manage attributes not written from previous stages
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
892b8aa2ad
|
glsl: Only declare fragment outputs on fragment shaders
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
0ffea97e2e
|
shader: Split profile and runtime info headers
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
cbbca26d18
|
shader: Add support for native 16-bit floats
|
2021-07-22 21:51:38 -04:00 |
ReinUsesLisp
|
376aa94819
|
shader: Rename maxwell/program.h to translate_program.h
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
12ef06ba8b
|
glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
d36f667bc0
|
glsl: Address rest of feedback
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
c5dfa0b630
|
glsl: Move gl_Position/generic attribute initialization to EmitProlgue
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
3b339fbbf6
|
glsl: Conditionally use fine/coarse derivatives based on device support
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
6eea88d614
|
glsl: Cleanup/Address feedback
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
ae4e452759
|
glsl: Add Shader_GLSL logging
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
6c6a451d6a
|
glsl: Add LoopSafety instructions
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
a0d0704aff
|
glsl: Conditionally add EXT_texture_shadow_lod
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
5e7b2b9661
|
glsl: Add stubs for sparse queries and variable aoffi when not supported
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
6aa1bf7b6f
|
glsl: Implement legacy varyings
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
39c29664f9
|
glsl: Minor cleanup
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
427a2596a1
|
glsl: Fix Cbuf getters for F32 type
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
7c82f20b52
|
glsl: Add immediate index oob checking for Cbuf getters
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
84c86e03cd
|
glsl: Refactor GetCbuf functions to reduce code duplication
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
e81c73a874
|
glsl: Address more feedback. Implement indexed texture reads
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
7d89a82a48
|
glsl: Remove Signed Integer variables
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
4759db28d0
|
glsl: Address Rodrigo's feedback
|
2021-07-22 21:51:38 -04:00 |
ameerj
|
85399e119d
|
glsl: Reorganize backend code, remove unneeded [[maybe_unused]]
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
e7c8f8911f
|
glsl: Implement SampleId and SetSampleMask
plus some minor refactoring of implementations
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
d1a68f7997
|
glsl: Add gl_PerVertex in for GS
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
a926695234
|
glsl: Use existing tracking for enabling EXT_shader_image_load_formatted
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
14bd73db36
|
glsl: Enable early fragment tests
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
3f31a547e0
|
glsl: Implement more attribute getters and setters
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
8bb8bbf4ae
|
glsl: Implement fswzadd
and wip nv thread shuffle impl
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
c542204113
|
glsl: Implement indexed attribute loads
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
2a504b4765
|
glsl: Conditionally add GL_ARB_sparse_texture2
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
fc0db612ab
|
glsl: Conditionally use GL_EXT_shader_image_load_formatted
Fix for SULD.D
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
fb839061fb
|
glsl: Remove output generic indexing for geometry stage
|
2021-07-22 21:51:37 -04:00 |
ameerj
|
258106038e
|
glsl: Allow dynamic tracking of variable allocation
|
2021-07-22 21:51:37 -04:00 |