Commit message (Collapse) | Author | Files | Lines | ||
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2020-01-24 | vk_shader_decompiler: Disable default values on unwritten render targets | ReinUsesLisp | 1 | -3/+0 | |
Some games like The Legend of Zelda: Breath of the Wild assign render targets without writing them from the fragment shader. This generates Vulkan validation errors, so silence these I previously introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The problem is that this is not what games expect. This commit reverts that change. | |||||
2019-12-19 | vk_shader_decompiler: Skip NDC correction when it is native | ReinUsesLisp | 1 | -0/+1 | |
Avoid changing gl_Position when the NDC used by the game is [0, 1] (Vulkan's native). | |||||
2019-12-19 | vk_shader_decompiler: Normalize output fragment attachments | ReinUsesLisp | 1 | -0/+3 | |
Some games write from fragment shaders to an unexistant framebuffer attachment or they don't write to one when it exists in the framebuffer. Fix this by skipping writes or adding zeroes. | |||||
2019-12-10 | vk_shader_decompiler: Misc changes | ReinUsesLisp | 1 | -20/+54 | |
Update Sirit and its usage in vk_shader_decompiler. Highlights: - Implement tessellation shaders - Implement geometry shaders - Implement some missing features - Use native half float instructions when available. | |||||
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 1 | -1/+1 | |
2019-05-26 | vk_shader_decompiler: Misc fixes | ReinUsesLisp | 1 | -2/+6 | |
Fix missing OpSelectionMerge instruction. This caused devices loses on most hardware, Intel didn't care. Fix [-1;1] -> [0;1] depth conversions. Conditionally use VK_EXT_scalar_block_layout. This allows us to use non-std140 layouts on UBOs. Update external Vulkan headers. | |||||
2019-04-10 | vk_shader_decompiler: Declare and stub interface for a SPIR-V decompiler | ReinUsesLisp | 1 | -16/+25 | |
2019-04-08 | Unify both sampler types. | Fernando Sahmkow | 1 | -1/+2 | |
2019-04-04 | video_core/renderer_opengl: Remove unnecessary includes | Lioncash | 1 | -1/+0 | |
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario. | |||||
2019-02-07 | gl_shader_disk_cache: Address miscellaneous feedback | ReinUsesLisp | 1 | -4/+4 | |
2019-02-07 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 1 | -60/+5 | |
2019-02-07 | gl_shader_decompiler: Remove name entries | ReinUsesLisp | 1 | -23/+7 | |
2019-02-07 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+33 | |
2019-01-30 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | 1 | -12/+0 | |
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+34 | |
2019-01-15 | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | 1 | -0/+0 | |
2019-01-15 | video_core: Address feedback | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | glsl_decompiler: Implementation | ReinUsesLisp | 1 | -0/+88 | |