Commit message (Collapse) | Author | Files | Lines | ||
---|---|---|---|---|---|
2021-12-05 | shader_recompiler: Rename backend emit_context files | ameerj | 1 | -156/+0 | |
2021-11-16 | shader: Properly scale image reads and add GL SPIR-V support | ReinUsesLisp | 1 | -1/+3 | |
Thanks for everything! | |||||
2021-07-23 | glasm: Add passthrough geometry shader support | ReinUsesLisp | 1 | -2/+3 | |
2021-07-23 | shader: Rework varyings and implement passthrough geometry shaders | ReinUsesLisp | 1 | -8/+7 | |
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's. | |||||
2021-07-23 | shader: Split profile and runtime info headers | ReinUsesLisp | 1 | -0/+1 | |
2021-07-23 | opengl: Declare fragment outputs even if they are not used | ReinUsesLisp | 1 | -7/+3 | |
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. | |||||
2021-07-23 | glasm: Use storage buffers instead of global memory when possible | ReinUsesLisp | 1 | -2/+11 | |
2021-07-23 | glasm: Implement indirect attribute loads | ReinUsesLisp | 1 | -2/+1 | |
2021-07-23 | glasm: Fix output patch reads | ReinUsesLisp | 1 | -3/+9 | |
With this, Luigi's Mansion's sand renders properly. | |||||
2021-07-23 | shader: Split profile and runtime information in separate structs | ReinUsesLisp | 1 | -19/+21 | |
2021-07-23 | glasm: Fix patch attribute declarations | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | glasm: Implement clip distance stores | ReinUsesLisp | 1 | -0/+3 | |
2021-07-23 | glasm: Implement patch memory | ReinUsesLisp | 1 | -0/+18 | |
2021-07-23 | glasm: Implement InvocationId | ReinUsesLisp | 1 | -0/+3 | |
2021-07-23 | glasm: Implement geometry shader attribute reads | ReinUsesLisp | 1 | -0/+3 | |
2021-07-23 | glasm: Properly declare attributes on geometry programs | ReinUsesLisp | 1 | -1/+8 | |
2021-07-23 | glasm: Implement ImageRead | ReinUsesLisp | 1 | -0/+10 | |
2021-07-23 | glasm: Fix compute stage name | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | glasm: Implement stores to gl_ViewportIndex | ReinUsesLisp | 1 | -1/+3 | |
2021-07-23 | glasm: Implement ImageFetch | ReinUsesLisp | 1 | -5/+8 | |
2021-07-23 | glasm: Support textures used in more than one stage | ReinUsesLisp | 1 | -1/+9 | |
2021-07-23 | emit_glasm: Enable ARB_draw_buffers when needed | ReinUsesLisp | 1 | -1/+1 | |
2021-07-23 | glasm: Add graphics specific shader declarations to GLASM | ReinUsesLisp | 1 | -0/+37 | |
2021-07-23 | glasm: Implement shuffle and vote instructions on GLASM | ReinUsesLisp | 1 | -0/+17 | |
2021-07-23 | glasm: Implement basic GLASM instructions | ReinUsesLisp | 1 | -1/+20 | |
2021-07-23 | glasm: Changes to GLASM register allocator and emit context | ReinUsesLisp | 1 | -2/+6 | |
2021-07-23 | glasm: Add GLASM backend infrastructure | ReinUsesLisp | 1 | -6/+1 | |
2021-04-13 | nvidia_flags: Add missing header guard | Lioncash | 1 | -0/+2 | |
Prevents potential inclusion compilation errors. | |||||
2021-01-21 | renderer_opengl: Avoid precompiled cache and force NV GL cache directory | ReinUsesLisp | 1 | -0/+10 | |
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache. |