| Commit message (Collapse) | Author | Files | Lines |
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Thanks for everything!
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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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This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
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Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned
texture offsets.
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When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
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It may generate better code on some compilers and it's easier to handle.
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