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path: root/src/shader_recompiler/backend/spirv/emit_context.h (follow)
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* shader_recompiler: Rename backend emit_context filesameerj2021-12-051-335/+0
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* vulkan: Fix rescaling push constant usageameerj2021-11-161-1/+2
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* shader: Properly scale image reads and add GL SPIR-V supportReinUsesLisp2021-11-161-2/+9
| | | | Thanks for everything!
* spirv: Implement rescaling patchingReinUsesLisp2021-11-161-0/+5
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* Simply legacy attribute implementFeng Chen2021-11-041-0/+3
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* Support gl_FogFragCoord attributevonchenplus2021-10-311-0/+2
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* Support gl_BackSecondaryColor attributevonchenplus2021-10-261-0/+2
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* Support gl_FrontSecondaryColor attributevonchenplus2021-10-261-0/+2
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* Support gl_BackColor attributevonchenplus2021-10-261-0/+2
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* Implement intput and output fixed fnc texturesFeng Chen2021-09-061-2/+2
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* Rename parametersFeng Chen2021-09-031-2/+2
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* Add colorfront and txtcoord supportFeng Chen2021-08-311-0/+4
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* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-1/+1
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Split profile and runtime info headersReinUsesLisp2021-07-231-0/+1
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* shader: Split profile and runtime information in separate structsReinUsesLisp2021-07-231-1/+3
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* glasm: Rework control flow introducing a syntax listReinUsesLisp2021-07-231-1/+0
| | | | | This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
* Move SPIR-V emission functions to their own headerReinUsesLisp2021-07-231-8/+1
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* shader: Implement Int32 SUATOM/SUREDameerj2021-07-231-0/+1
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* spirv: Workaround image unsigned offset bugReinUsesLisp2021-07-231-4/+21
| | | | | Workaround bug on Nvidia's OpenGL SPIR-V compiler when using unsigned texture offsets.
* spirv: Support OpenGL uniform buffers and change bindingsReinUsesLisp2021-07-231-1/+14
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* shader: Implement indexed texturesReinUsesLisp2021-07-231-1/+10
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* shader: Add NVN storage buffer fallbacksReinUsesLisp2021-07-231-0/+8
| | | | | | | 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.
* spirv: Replace Constant/ConstantComposite with Const helperameerj2021-07-231-1/+1
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* spirv: Fix implicit lod typeReinUsesLisp2021-07-231-0/+4
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* spirv: Use ConstOffset instead of Offset when possibleReinUsesLisp2021-07-231-0/+17
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* shader: Implement SampleMaskReinUsesLisp2021-07-231-0/+1
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* shader: Implement PIXLD.MY_INDEXReinUsesLisp2021-07-231-0/+1
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* spirv: Implement ViewportMask with NV_viewport_array2ReinUsesLisp2021-07-231-0/+2
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* shader: Implement PrimitiveIdReinUsesLisp2021-07-231-0/+1
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-2/+8
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* spirv: Implement image buffersReinUsesLisp2021-07-231-0/+7
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* spirv: Implement Layer storesReinUsesLisp2021-07-231-0/+1
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* shader: Implement transform feedbacks and define file formatReinUsesLisp2021-07-231-1/+7
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* spirv: Rework storage buffers and shader memoryReinUsesLisp2021-07-231-14/+35
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* shader: Implement SR_THREAD_KILLReinUsesLisp2021-07-231-0/+1
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* shader: Implement ATOM/S and REDameerj2021-07-231-0/+20
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* shader: Implement SULD and SUSTReinUsesLisp2021-07-231-1/+8
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* shader: Interact texture buffers with buffer cacheReinUsesLisp2021-07-231-1/+1
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* shader: Implement texture buffersReinUsesLisp2021-07-231-0/+5
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* shader: Implement indexed attributesFernandoS272021-07-231-0/+4
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* shader: Add subgroup masksReinUsesLisp2021-07-231-0/+5
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* shader: Reimplement GetCbufU64 as GetCbufU32x2ReinUsesLisp2021-07-231-1/+1
| | | | It may generate better code on some compilers and it's easier to handle.
* shader: Address FeedbackFernandoS272021-07-231-2/+0
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* shader: Implement ViewportIndexFernandoS272021-07-231-0/+3
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* spirv: Remove unnecesary variable for clip distancesReinUsesLisp2021-07-231-2/+0
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* shader: Implement ClipDistanceFernandoS272021-07-231-0/+3
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* shader,spirv: Implement ImageQueryLod.FernandoS272021-07-231-0/+1
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* shader: Add PointCoord attributeFernandoS272021-07-231-0/+2
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* shader: Add PointSize attributeameerj2021-07-231-0/+1
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* shader: Implement FSWZADDameerj2021-07-231-0/+2
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-0/+21
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* shader: Implement front faceReinUsesLisp2021-07-231-0/+1
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* shader: Implement TXQ and fix FragDepthReinUsesLisp2021-07-231-1/+2
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* shader: Refactor PTP and other minor changesReinUsesLisp2021-07-231-1/+0
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* shader: Implement TLD4.PTPFernandoS272021-07-231-0/+1
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-3/+7
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* shader: Implement VOTEameerj2021-07-231-1/+2
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* spirv: Implement VertexId and InstanceId, refactor codeReinUsesLisp2021-07-231-2/+12
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-2/+16
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* shader: Partial implementation of LDCReinUsesLisp2021-07-231-3/+19
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-0/+7
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* spirv: Fixes and Intel specific workaroundsReinUsesLisp2021-07-231-1/+4
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* spirv: Add lower fp16 to fp32 passReinUsesLisp2021-07-231-2/+4
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* spirv: Initial bindings supportReinUsesLisp2021-07-231-0/+67