| Commit message (Collapse) | Author | Files | Lines |
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These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
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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.
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Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
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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.
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Adheres to GL_ARB_separate_shader_objects requirements
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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Fixes Ori and the blind forest title screen
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plus some minor refactoring of implementations
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and wip nv thread shuffle impl
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Fix for SULD.D
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along with some more cleanup/oversight fixes
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and more cleanup
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along with some other misc changes and fixes
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and add some more separation in the shader for better debugability when dumped
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SSBU now working
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to fix Loop control flow.
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plus some other misc additions/changed
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and many other misc implementations
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based on glasm with some tweaks
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