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2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
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.
2022-03-19video_core: Reduce unused includesameerj1-1/+0
2022-01-05video_core: Remove unnecesary maybe_unused flagNarr the Reg1-1/+1
2022-01-04ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow1-0/+54
2021-10-03gpu: Migrate implementation to the cpp fileameerj1-0/+1
2021-09-11shader_environment: Add missing <algorithm> includeMorph1-0/+1
2021-07-23shader_environment: Receive cache version from outsideReinUsesLisp1-6/+5
This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-23shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp1-1/+9
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-23shader: Unify shader stage typesReinUsesLisp1-1/+1
2021-07-23shader_environment: Fix local memory size calculationsReinUsesLisp1-3/+3
2021-07-23shader_environment: Add shader_local_memory_crs_size to local memory sizeameerj1-1/+1
Fixes DOOM 2016 missing local memory
2021-07-23shader: Initial OpenGL implementationReinUsesLisp1-2/+2
2021-07-23shader: Move pipeline cache logic to separate filesReinUsesLisp1-0/+453
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.