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* Merge pull request #8858 from vonchenplus/mipmapbunnei2022-11-041-0/+1
|\ | | | | video_core: Generate mipmap texture by drawing
| * video_core: Generate mipmap texture by drawingFengChen2022-09-201-0/+1
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* | CMakeLists: Remove redundant warningsMorph2022-10-221-2/+0
| | | | | | | | These warnings are already included in /W3.
* | CMakeLists: Treat MSVC warnings as errorsMorph2022-10-221-1/+0
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* | general: Enforce C4800 everywhere except in video_coreMorph2022-10-221-1/+0
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* | CMakeLists: Remove all redundant warningsMorph2022-10-221-8/+2
|/ | | | These are already explicitly or implicitly set in src/CMakeLists.txt
* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* CMakeLists: Make variable shadowing a compile-time errorMorph2022-06-141-3/+0
| | | | Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
* shader_recompiler: Rename backend emit_context filesameerj2021-12-051-6/+6
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* shader: Fix resolution scaling passReinUsesLisp2021-11-161-0/+1
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* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-0/+1
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Add int64 to int32 lowering passReinUsesLisp2021-07-231-0/+1
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* shader: Split profile and runtime info headersReinUsesLisp2021-07-231-0/+1
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* shader: Add support for native 16-bit floatsReinUsesLisp2021-07-231-0/+1
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* shader: Rename maxwell/program.h to translate_program.hReinUsesLisp2021-07-231-2/+2
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* glsl: Reorganize backend code, remove unneeded [[maybe_unused]]ameerj2021-07-231-1/+0
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* glsl: Rework variable allocator to allow for variable reuseameerj2021-07-231-2/+2
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* glsl: Initial backendameerj2021-07-231-0/+26
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* glasm: Use storage buffers instead of global memory when possibleReinUsesLisp2021-07-231-1/+0
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* glasm: Implement image atomicsReinUsesLisp2021-07-231-1/+0
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* glasm: Rework control flow introducing a syntax listReinUsesLisp2021-07-231-0/+1
| | | | | This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
* glasm: Add GLASM backend infrastructureReinUsesLisp2021-07-231-4/+30
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* Move SPIR-V emission functions to their own headerReinUsesLisp2021-07-231-0/+2
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* shader: Implement Int32 SUATOM/SUREDameerj2021-07-231-0/+2
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* shader: Remove shader utilReinUsesLisp2021-07-231-6/+0
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* shader: Implement VertexA stageFernandoS272021-07-231-0/+1
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* cmake: Link to common in shader_recompilerReinUsesLisp2021-07-231-1/+1
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* shader: Move microinstruction header to the value headerReinUsesLisp2021-07-231-1/+0
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* shader: Implement PIXLD.MY_INDEXReinUsesLisp2021-07-231-0/+1
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-0/+2
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* shader: Implement OUTReinUsesLisp2021-07-231-0/+1
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* shader: Stub ISBERDReinUsesLisp2021-07-231-0/+1
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* shader: Implement ATOM/S and REDameerj2021-07-231-0/+3
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* shader: Implement SULD and SUSTReinUsesLisp2021-07-231-0/+1
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* shader: Address feedback + clang formatlat9nq2021-07-231-0/+2
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* shader_recompiler,video_core: Cleanup some GCC and Clang errorslat9nq2021-07-231-0/+2
| | | | | | | | | | | | | | | | | Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
* shader: Implement AL2PFernandoS272021-07-231-0/+1
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* shader: Abstract breadth searches and use the abstractionReinUsesLisp2021-07-231-0/+1
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* shader: Implement MEMBARFernandoS272021-07-231-0/+2
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* shader: Implement TXDFernandoS272021-07-231-0/+1
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* shader: Implement TMML partiallyFernandoS272021-07-231-0/+1
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* shader: Implement TLDSFernandoS272021-07-231-0/+1
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* shader: Implement TLDFernandoS272021-07-231-0/+1
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* shader: Implement FSWZADDameerj2021-07-231-0/+1
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* shader: Implement BRXFernandoS272021-07-231-0/+4
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-0/+2
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* shader: Implement VMAD, VMNMX, VSETPameerj2021-07-231-0/+5
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* shader: Implement TXQ and fix FragDepthReinUsesLisp2021-07-231-0/+1
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* shader: Implement TLD4S.FernandoS272021-07-231-0/+1
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* shader: Implement TLD4 and TLD4_BFernandoS272021-07-231-0/+1
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* shader: Implement SHFLameerj2021-07-231-1/+2
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-0/+1
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* shader: Implement VOTEameerj2021-07-231-0/+2
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* shader: Implement DMNMX, DSET, DSETPameerj2021-07-231-0/+3
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* shader: Implement F2FFernandoS272021-07-231-0/+1
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* shader: Implement DMUL and DFMAameerj2021-07-231-0/+2
| | | | Also add a missing const on DADD
* shader: Implement HSETP2FernandoS272021-07-231-0/+1
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* shader: Implement HSET2FernandoS272021-07-231-0/+1
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* shader: Implement HMUL2FernandoS272021-07-231-0/+1
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* shader: Implement HFMA2FernandoS272021-07-231-0/+1
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* shader: Refactor half floating instructionsFernandoS272021-07-231-0/+2
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* shader: Implement I2FReinUsesLisp2021-07-231-0/+1
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-2/+2
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* shader: Implement DADDameerj2021-07-231-0/+1
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* shader: Implement CSET and CSETPameerj2021-07-231-0/+1
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* shader: Implement FSET and FSETPameerj2021-07-231-0/+2
| | | | Also fix oversight with adding SignedZeroInfNanPreserve execution mode.
* shader: Implement TEXSReinUsesLisp2021-07-231-1/+2
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* shader: Implement CAL inlining function callsReinUsesLisp2021-07-231-4/+2
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* shader: Implement FMNMXameerj2021-07-231-0/+1
| | | | And add a const in FCMP
* shader: Implement FCMPameerj2021-07-231-0/+1
| | | | still need to configure some settings for NV denorm flush and intel NaN
* shader: Partial implementation of LDCReinUsesLisp2021-07-231-0/+1
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-0/+3
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* shader: Implement R2Pameerj2021-07-231-0/+1
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* shader: Implement SHFameerj2021-07-231-0/+1
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* shader: Implement LEAameerj2021-07-231-0/+1
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* shader: Implement I2Iameerj2021-07-231-0/+1
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* shader: Implement HADD2ReinUsesLisp2021-07-231-0/+1
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* shader: Implement LOP and LOP3ameerj2021-07-231-0/+2
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* shader: Implement IADD3ameerj2021-07-231-0/+1
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* shader: Implement PSETPameerj2021-07-231-1/+2
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* Implement PSET, refactor common comparison funcsameerj2021-07-231-0/+1
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* shader: Implement FLOameerj2021-07-231-0/+1
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* shader: Implement ISET, add common_funcsameerj2021-07-231-0/+3
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* shader: Implement ICMPameerj2021-07-231-0/+1
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* shader: Implement IMNMXameerj2021-07-231-0/+1
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* shader: Implement BFIameerj2021-07-231-0/+1
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* shader: Implement BFEameerj2021-07-231-0/+1
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* shader: Implement POPCameerj2021-07-231-0/+1
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* shader: Implement SHRameerj2021-07-231-0/+1
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* shader: Implement SELameerj2021-07-231-0/+1
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* shader: FMUL, select, RRO, and MUFU fixesReinUsesLisp2021-07-231-0/+1
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* shader: Rename, implement FADD.SAT and P2R (imm)ReinUsesLisp2021-07-231-1/+2
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* shader: Add denorm flush supportReinUsesLisp2021-07-231-3/+2
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* spirv: Add lower fp16 to fp32 passReinUsesLisp2021-07-231-0/+2
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-3/+10
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* spirv: Initial bindings supportReinUsesLisp2021-07-231-0/+4
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* shader: Support SSA loops on IRReinUsesLisp2021-07-231-0/+2
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* shader: Initial implementation of an ASTReinUsesLisp2021-07-231-2/+2
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* spirv: Initial SPIR-V supportReinUsesLisp2021-07-231-1/+14
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* shader: Add pools and rename filesReinUsesLisp2021-07-231-5/+9
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* shader: Constant propagation and global memory to storage bufferReinUsesLisp2021-07-231-0/+2
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* shader: Initial instruction supportReinUsesLisp2021-07-231-2/+11
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* shader: SSA and dominanceReinUsesLisp2021-07-231-0/+3
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* shader: Initial recompiler workReinUsesLisp2021-07-231-0/+86