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* Merge branch 'master' into ssbo-alignGravatar Ameer J2023-11-261-0/+1
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| * renderer_vulkan: ignore viewport stores on non-supporting driversGravatar Liam2023-11-191-0/+1
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* | shader_recompiler: Align SSBO offsets in GlobalMemory functionsGravatar Ameer J2023-10-311-0/+2
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* Manually robust on Maxwell and earlierGravatar Kelebek12023-10-191-1/+3
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* Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUsGravatar Billy Laws2023-06-031-0/+2
| | | | This crashes their shader compiler for some reason.
* Implement scaled vertex buffer format emulationGravatar Billy Laws2023-06-031-0/+1
| | | | These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
* video_core: Enable ImageGather with subpixel offset on IntelGravatar Wollnashorn2023-04-081-3/+3
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* shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`Gravatar Wollnashorn2023-04-081-0/+4
| | | | | | | 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).
* Vulkan: Add a workaround for input_position on Adreno driversGravatar Billy Laws2023-01-051-0/+2
| | | | Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
* Vulkan: Add support for VK_EXT_depth_clip_control.Gravatar FernandoS272022-12-131-0/+1
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* general: Convert source file copyright comments over to SPDXGravatar Morph2022-04-231-3/+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.
* glsl: Add boolean reference workaroundGravatar ameerj2021-12-291-0/+2
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* glsl_context_get_set: Add alternative cbuf type for broken driversGravatar ameerj2021-12-291-0/+2
| | | | 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.
* glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZEGravatar ameerj2021-07-221-0/+2
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* shader: Ignore global memory ops on devices lacking int64 supportGravatar ameerj2021-07-221-0/+1
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* emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaGravatar ReinUsesLisp2021-07-221-0/+2
| | | | Fix regression on Fire Emblem: Three Houses when using native fp16.
* shader: Rework varyings and implement passthrough geometry shadersGravatar ReinUsesLisp2021-07-221-0/+1
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Split profile and runtime info headersGravatar ReinUsesLisp2021-07-221-72/+0
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* glsl: Address rest of feedbackGravatar ameerj2021-07-221-0/+2
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* glsl: Conditionally use fine/coarse derivatives based on device supportGravatar ameerj2021-07-221-0/+1
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* glsl: Cleanup/Address feedbackGravatar ameerj2021-07-221-0/+2
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* glsl: Add stubs for sparse queries and variable aoffi when not supportedGravatar ameerj2021-07-221-0/+2
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* glsl: Implement fswzaddGravatar ameerj2021-07-221-0/+1
| | | | and wip nv thread shuffle impl
* glsl: Implement image atomics and set layerGravatar ameerj2021-07-221-1/+0
| | | | along with some more cleanup/oversight fixes
* glsl: Add cbuf access workaround for devices with component indexing bugGravatar ameerj2021-07-221-0/+2
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* glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupportedGravatar ameerj2021-07-221-0/+1
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* glsl: skip gl_ViewportIndex write if device does not support itGravatar ameerj2021-07-221-0/+1
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* glsl: Query GL Device for FP16 extension supportGravatar ameerj2021-07-221-0/+2
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* glasm: Use ARB_derivative_control conditionallyGravatar ReinUsesLisp2021-07-221-0/+1
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* opengl: Declare fragment outputs even if they are not usedGravatar ReinUsesLisp2021-07-221-0/+4
| | | | | | Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change.
* glasm: Use storage buffers instead of global memory when possibleGravatar ReinUsesLisp2021-07-221-0/+3
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* shader: Split profile and runtime information in separate structsGravatar ReinUsesLisp2021-07-221-5/+8
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* shader: Add OpenGL shader profile optionsGravatar ReinUsesLisp2021-07-221-0/+11
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* shader: Implement SR_Y_DIRECTIONGravatar FernandoS272021-07-221-0/+2
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* spirv: Implement ViewportMask with NV_viewport_array2Gravatar ReinUsesLisp2021-07-221-0/+1
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* shader: Implement tessellation shaders, polygon mode and invocation idGravatar ReinUsesLisp2021-07-221-0/+16
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* spirv: Implement alpha testGravatar ameerj2021-07-221-1/+14
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* shader: Implement transform feedbacks and define file formatGravatar ReinUsesLisp2021-07-221-0/+10
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* shader: Implement early Z testsGravatar ReinUsesLisp2021-07-221-0/+1
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* shader: Implement geometry shadersGravatar ReinUsesLisp2021-07-221-0/+10
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* shader: Implement ATOM/S and REDGravatar ameerj2021-07-221-0/+1
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* spirv: Guard against typeless image reads on unsupported devicesGravatar ReinUsesLisp2021-07-221-0/+1
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* shader: Implement ViewportIndexGravatar FernandoS272021-07-221-0/+1
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* spirv: Add fixed pipeline point sizeGravatar ReinUsesLisp2021-07-221-0/+3
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableGravatar ReinUsesLisp2021-07-221-0/+3
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* shader: Better interpolation and disabled attributes supportGravatar ReinUsesLisp2021-07-221-0/+1
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* shader: Refactor PTP and other minor changesGravatar ReinUsesLisp2021-07-221-1/+0
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* shader: Implement TLD4.PTPGravatar FernandoS272021-07-221-0/+1
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* shader: Implement NDC [-1, 1], attribute types and default varying ↵Gravatar ReinUsesLisp2021-07-221-0/+13
| | | | initialization
* shader: Implement VOTEGravatar ameerj2021-07-221-0/+2
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