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2022-11-07video_core: Fix few issues in Tess stageFengChen1-0/+4
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
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.
2022-03-20shader_recompiler: Reduce unused includesameerj1-2/+0
2021-12-06shader_recompiler: Adjust emit_context includesameerj1-1/+1
2021-12-05shader_recompiler: Rename backend emit_context filesameerj1-0/+0
2021-11-16shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp1-1/+3
Thanks for everything!
2021-07-23glasm: Add passthrough geometry shader supportReinUsesLisp1-2/+3
2021-07-23shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp1-8/+7
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-23shader: Split profile and runtime info headersReinUsesLisp1-0/+1
2021-07-23opengl: Declare fragment outputs even if they are not usedReinUsesLisp1-7/+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.
2021-07-23glasm: Use storage buffers instead of global memory when possibleReinUsesLisp1-2/+11
2021-07-23glasm: Implement indirect attribute loadsReinUsesLisp1-2/+1
2021-07-23glasm: Fix output patch readsReinUsesLisp1-3/+9
With this, Luigi's Mansion's sand renders properly.
2021-07-23shader: Split profile and runtime information in separate structsReinUsesLisp1-19/+21
2021-07-23glasm: Fix patch attribute declarationsReinUsesLisp1-1/+1
2021-07-23glasm: Implement clip distance storesReinUsesLisp1-0/+3
2021-07-23glasm: Implement patch memoryReinUsesLisp1-0/+18
2021-07-23glasm: Implement InvocationIdReinUsesLisp1-0/+3
2021-07-23glasm: Implement geometry shader attribute readsReinUsesLisp1-0/+3
2021-07-23glasm: Properly declare attributes on geometry programsReinUsesLisp1-1/+8
2021-07-23glasm: Implement ImageReadReinUsesLisp1-0/+10
2021-07-23glasm: Fix compute stage nameReinUsesLisp1-1/+1
2021-07-23glasm: Implement stores to gl_ViewportIndexReinUsesLisp1-1/+3
2021-07-23glasm: Implement ImageFetchReinUsesLisp1-5/+8
2021-07-23glasm: Support textures used in more than one stageReinUsesLisp1-1/+9
2021-07-23emit_glasm: Enable ARB_draw_buffers when neededReinUsesLisp1-1/+1
2021-07-23glasm: Add graphics specific shader declarations to GLASMReinUsesLisp1-0/+37
2021-07-23glasm: Implement shuffle and vote instructions on GLASMReinUsesLisp1-0/+17
2021-07-23glasm: Implement basic GLASM instructionsReinUsesLisp1-1/+20
2021-07-23glasm: Changes to GLASM register allocator and emit contextReinUsesLisp1-2/+6
2021-07-23glasm: Add GLASM backend infrastructureReinUsesLisp1-6/+1
2021-04-13nvidia_flags: Add missing header guardLioncash1-0/+2
Prevents potential inclusion compilation errors.
2021-01-21renderer_opengl: Avoid precompiled cache and force NV GL cache directoryReinUsesLisp1-0/+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.