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path: root/src/shader_recompiler/backend/glsl (follow)
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* Fix more typosGravatar Viktor Szépe2024-01-151-2/+2
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* emit_glsl_image: Use inlined texelFetch offsetsGravatar Ameer J2023-12-202-7/+7
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* Merge pull request #12196 from ameerj/glsl-cbuf-sizesGravatar liamwhite2023-12-031-1/+4
|\ | | | | GLSL: Use known cbuf sizes when possible
| * GLSL: Prefer known used cbuf sizesGravatar Ameer J2023-11-261-1/+4
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* | Merge branch 'master' into ssbo-alignGravatar Ameer J2023-11-261-3/+3
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| * shader_recompiler: Fix spelling of "derivate" (#12067)Gravatar Ameer J2023-11-181-3/+3
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* | shader_recompiler: Align SSBO offsets in GlobalMemory functionsGravatar Ameer J2023-10-311-1/+4
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* emit_glsl_warp: Fix shfl_in_bounds conditionalGravatar Ameer J2023-10-222-4/+9
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* shader_recompiler: fix emulation of 3D textureGradGravatar Liam2023-09-011-1/+1
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* Shader Recomnpiler: implement textuzreGrad 3D emulation constant propagationGravatar Fernando Sahmkow2023-08-181-1/+7
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* Remove memory allocations in some hot pathsGravatar Kelebek12023-06-221-1/+1
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* shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`Gravatar Wollnashorn2023-04-081-0/+29
| | | | | | | On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
* general: fix spelling mistakesGravatar Liam2023-03-122-41/+41
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* glsl_emit_context: Remove redeclarations of gl_SampleID and gl_SampleMaskGravatar ameerj2023-02-081-6/+0
| | | | These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
* emit_glsl_image: Implement TXQ with MSAA texturesGravatar ameerj2023-01-291-9/+23
| | | | Also fixes for texture buffers, which do not have mips eithers.
* Merge pull request #9694 from ameerj/txq-mipsGravatar liamwhite2023-01-292-11/+11
|\ | | | | shader_recompiler: TXQ: Skip QueryLevels when possible
| * shader_recompiler: TXQ: Skip QueryLevels when possibleGravatar ameerj2023-01-282-11/+11
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* | Merge pull request #9687 from ameerj/ogl-shader-msGravatar bunnei2023-01-282-28/+38
|\ \ | | | | | | glasm, glsl: Implement multisampled Image Fetch
| * | emit_glsl_image: Fix ImageFetch for MSAA texturesGravatar ameerj2023-01-281-6/+11
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| * | glsl: Add MS sampler typesGravatar ameerj2023-01-271-22/+27
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* / shader_recompiler: Remove S32 IR typeGravatar ameerj2023-01-252-5/+0
|/ | | | | | The frontend IR opcodes do not distinguish between signed and unsigned integer types. Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
* Video_core: Address feedbackGravatar Fernando Sahmkow2023-01-041-0/+6
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* MacroHLE: Add OpenGL SupportGravatar Fernando Sahmkow2023-01-012-1/+13
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* Merge pull request #9253 from vonchenplus/attr_layerGravatar liamwhite2022-11-181-0/+3
|\ | | | | shader: Implement miss attribute layer
| * shader: Implement miss attribute layerGravatar FengChen2022-11-171-0/+3
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* | video_core: Fix few issues in Tess stageGravatar FengChen2022-11-072-0/+13
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* video_core: Fix SNORM texture buffer emulating error (#9001)Gravatar Feng Chen2022-11-042-0/+5
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* Merge pull request #8858 from vonchenplus/mipmapGravatar bunnei2022-11-033-0/+8
|\ | | | | video_core: Generate mipmap texture by drawing
| * video_core: Generate mipmap texture by drawingGravatar FengChen2022-09-203-0/+8
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* | CMakeLists: Disable C4100 and C4324Gravatar Morph2022-10-221-4/+0
| | | | | | | | Disabling C4100 is similar to -Wno-unused-parameter
* | chore: fix some typosGravatar Andrea Pappacoda2022-09-231-1/+1
|/ | | | Fix some typos reported by Lintian
* video_code: support rectangle textureGravatar FengChen2022-08-252-0/+2
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* general: Convert source file copyright comments over to SPDXGravatar Morph2022-04-2325-75/+50
| | | | | 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.
* shader_compiler: support const buffer indirect addressing in GLSLGravatar Liam2022-04-013-8/+37
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* shader_recompiler: Reduce unused includesGravatar ameerj2022-03-207-13/+0
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* emit_glsl_atomic: Implement 32x2 fallback atomic opsGravatar ameerj2022-01-291-9/+55
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* shaders: Add U64->U32x2 Atomic fallback functionsGravatar ameerj2022-01-292-0/+127
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* shader_recompiler: fix potential OOB accessGravatar v19932022-01-171-3/+4
| | | | Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
* glsl: Remove unreachable returnGravatar Narr the Reg2022-01-041-1/+0
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* glsl: Add boolean reference workaroundGravatar ameerj2021-12-292-2/+6
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* glsl_context_get_set: Add alternative cbuf type for broken driversGravatar ameerj2021-12-292-17/+25
| | | | some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
* emit_glsl_integer: Use negation work aroundGravatar ameerj2021-12-291-2/+2
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* shader: Add integer attribute get optimization passGravatar ameerj2021-12-292-0/+18
| | | | Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
* emit_glsl_floating_point: Fix FPNeg on newer Nvidia driversGravatar ameerj2021-12-241-2/+2
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* Remove glsl handle legacy related codeGravatar vonchenplus2021-12-183-103/+1
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* shader_recompiler: Adjust emit_context includesGravatar ameerj2021-12-0520-20/+20
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* shader_recompiler: Rename backend emit_context filesGravatar ameerj2021-12-052-0/+0
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* shader: Properly scale image reads and add GL SPIR-V supportGravatar ReinUsesLisp2021-11-162-1/+9
| | | | Thanks for everything!
* glsl/glasm: Pass and use scaling parameters in shadersGravatar ReinUsesLisp2021-11-163-4/+4
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* gl_graphics_pipeline: Add downscale factor to shader uniformsGravatar ameerj2021-11-162-2/+4
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