| Commit message (Collapse) | Author | Files | Lines |
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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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Atomic operations are considered to have both read and write access. This was not being accounted for.
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WAR for AMD reading zeroes on uniform buffers of size 2.
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Also add a setting for enable Nsight Aftermath.
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Increases performance significantly on certain titles.
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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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Our unit tests were hitting this exception.
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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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still need to configure some settings for NV denorm flush and intel NaN
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