| Commit message (Collapse) | Author | Files | Lines |
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
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Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
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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.
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Needed for compilation with older libc++ releases
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Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
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Thanks for everything!
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Fixes OpenGL.
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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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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.
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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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Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are
used for name matching.
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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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Mostly fixing unused *, implicit conversion, braced scalar init,
fpermissive, and some others.
Some Clang errors likely remain in video_core, and std::ranges is still
a pertinent issue in shader_recompiler
shader_recompiler: cmake: Force bracket depth to 1024 on Clang
Increases the maximum fold expression depth
thread_worker: Include condition_variable
Don't use list initializers in control flow
Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
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It may generate better code on some compilers and it's easier to handle.
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