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path: root/src/shader_recompiler/backend/glasm/emit_context.cpp (unfollow)
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2021-07-23glasm: Use storage buffers instead of global memory when possibleReinUsesLisp1-2/+11
2021-07-23glasm: Implement indirect attribute loadsReinUsesLisp1-2/+1
2021-07-23glasm: Fix output patch readsReinUsesLisp1-3/+9
With this, Luigi's Mansion's sand renders properly.
2021-07-23shader: Split profile and runtime information in separate structsReinUsesLisp1-19/+21
2021-07-23glasm: Fix patch attribute declarationsReinUsesLisp1-1/+1
2021-07-23glasm: Implement clip distance storesReinUsesLisp1-0/+3
2021-07-23glasm: Implement patch memoryReinUsesLisp1-0/+18
2021-07-23glasm: Implement InvocationIdReinUsesLisp1-0/+3
2021-07-23glasm: Implement geometry shader attribute readsReinUsesLisp1-0/+3
2021-07-23glasm: Properly declare attributes on geometry programsReinUsesLisp1-1/+8
2021-07-23glasm: Implement ImageReadReinUsesLisp1-0/+10
2021-07-23glasm: Fix compute stage nameReinUsesLisp1-1/+1
2021-07-23glasm: Implement stores to gl_ViewportIndexReinUsesLisp1-1/+3
2021-07-23glasm: Implement ImageFetchReinUsesLisp1-5/+8
2021-07-23glasm: Support textures used in more than one stageReinUsesLisp1-1/+9
2021-07-23emit_glasm: Enable ARB_draw_buffers when neededReinUsesLisp1-1/+1
2021-07-23glasm: Add graphics specific shader declarations to GLASMReinUsesLisp1-0/+37
2021-07-23glasm: Implement shuffle and vote instructions on GLASMReinUsesLisp1-0/+17
2021-07-23glasm: Implement basic GLASM instructionsReinUsesLisp1-1/+20
2021-07-23glasm: Changes to GLASM register allocator and emit contextReinUsesLisp1-2/+6
2021-07-23glasm: Add GLASM backend infrastructureReinUsesLisp1-6/+1
2021-04-13nvidia_flags: Add missing header guardLioncash1-0/+2
Prevents potential inclusion compilation errors.
2021-01-21renderer_opengl: Avoid precompiled cache and force NV GL cache directoryReinUsesLisp1-0/+10
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to be in yuzu's user directory to stop commonly distributed malware from deleting our driver shader cache. And by setting __GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader cache size. This has only been implemented on Windows, mostly because previous tests didn't seem to work on Linux. Disable the precompiled cache on Nvidia's driver. There's no need to hide information the driver already has in its own cache.