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* common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp2021-01-151-19/+19
| | | | INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
* video_core: Enforce -Wclass-memaccessReinUsesLisp2020-10-091-7/+6
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* shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp2020-04-021-25/+30
| | | | | | | | | | | | | | | | Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
* common_func: Use std::array for INSERT_PADDING_* macros.bunnei2019-11-041-24/+26
| | | | - Zero initialization here is useful for determinism.
* shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow2019-02-141-3/+38
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* shader_header: Make local memory size getter constantReinUsesLisp2019-01-151-1/+1
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* gl_shader_decompiler: Implement clip distancesReinUsesLisp2018-11-231-1/+10
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* Implemented LD_L and ST_LFernandoS272018-10-241-0/+5
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* Replace old FragmentHeader for the new HeaderFernandoS272018-09-111-9/+15
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* Implemented (Partialy) Shader HeaderFernandoS272018-09-111-0/+97