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path: root/src/shader_recompiler/backend/spirv/emit_spirv_context_get_set.cpp (follow)
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* Spir-V: Rescale the frag depth to 0,1 mode when -1,1 mode is used in Vulkan.Fernando Sahmkow2021-09-151-1/+7
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* Merge pull request #6962 from vonchenplus/spirv_support_legacy_attributebunnei2021-09-081-0/+47
|\ | | | | renderer_vulkan: Spirv support glsl legacy attribute
| * Detail adjustmentFeng Chen2021-09-081-8/+8
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| * Move attribute related definitions to spirv anonymous namespaceFeng Chen2021-09-071-3/+22
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| * Implement intput and output fixed fnc texturesFeng Chen2021-09-061-3/+5
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| * Rename parametersFeng Chen2021-09-031-5/+5
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| * Add colorfront and txtcoord supportFeng Chen2021-08-311-0/+26
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* | emit_spirv_context_get_set: Fix Get FrontFace return valueameerj2021-08-271-2/+3
|/ | | | The IR expects GetAttribute to return an F32 value. This case was returning a U32 instead.
* SPIR-V: Merge two ifs in EmitGetAttributeValeri2021-08-191-6/+2
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* shader: Fix disabled attribute default valuesameerj2021-07-231-1/+1
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* shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp2021-07-231-1/+5
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* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-1/+1
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Move loop safety tests to code emissionReinUsesLisp2021-07-231-8/+0
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* spirv: Properly handle devices without int8 and int16ReinUsesLisp2021-07-231-17/+37
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* shader: Properly manage attributes not written from previous stagesReinUsesLisp2021-07-231-1/+1
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* shader: Add shader loop safety check settingslat9nq2021-07-231-8/+16
| | | | Also add a setting for enable Nsight Aftermath.
* shader: Add support for "negative" and unaligned offsetsReinUsesLisp2021-07-231-6/+3
| | | | | | | | | "Negative" offsets don't exist. They are shown as such due to a bug in nvdisasm. Unaligned offsets have been proved to read the aligned offset. For example, when reading an U32, if the offset is 6, the offset read will be 4.
* shader: Split profile and runtime information in separate structsReinUsesLisp2021-07-231-2/+2
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* Move SPIR-V emission functions to their own headerReinUsesLisp2021-07-231-0/+1
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* spirv: Support OpenGL uniform buffers and change bindingsReinUsesLisp2021-07-231-17/+81
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* shader: Fix storage type when reading patches on tess controlReinUsesLisp2021-07-231-1/+2
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* spirv: Replace Constant/ConstantComposite with Const helperameerj2021-07-231-20/+18
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* shader: Address feedbackFernandoS272021-07-231-4/+1
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* shader: Implement SR_Y_DIRECTIONFernandoS272021-07-231-0/+7
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* shader: Implement SampleMaskReinUsesLisp2021-07-231-0/+4
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* shader: Implement PIXLD.MY_INDEXReinUsesLisp2021-07-231-0/+4
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* spirv: Bitcast non-F32 output attributes to their type before storeReinUsesLisp2021-07-231-13/+28
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* spirv: Implement ViewportMask with NV_viewport_array2ReinUsesLisp2021-07-231-0/+5
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* spirv: Bitcast non-F32 attributes to F32ReinUsesLisp2021-07-231-7/+9
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* shader: Implement PrimitiveIdReinUsesLisp2021-07-231-0/+2
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* shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp2021-07-231-11/+77
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* spirv: Implement Layer storesReinUsesLisp2021-07-231-2/+7
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* shader: Implement transform feedbacks and define file formatReinUsesLisp2021-07-231-5/+14
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* shader: Implement geometry shadersReinUsesLisp2021-07-231-40/+53
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* shader: Implement SR_THREAD_KILLReinUsesLisp2021-07-231-0/+4
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* shader: Move LaneId to the warp emission file and fix AMDReinUsesLisp2021-07-231-4/+0
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* shader: Implement indexed attributesFernandoS272021-07-231-4/+4
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* shader: Reimplement GetCbufU64 as GetCbufU32x2ReinUsesLisp2021-07-231-2/+2
| | | | It may generate better code on some compilers and it's easier to handle.
* shader: Address FeedbackFernandoS272021-07-231-34/+5
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* shader: Implement SR_LaneIdFernandoS272021-07-231-0/+4
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* shader: Improve VOTE.VTG stubFernandoS272021-07-231-0/+32
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* shader: Implement ViewportIndexFernandoS272021-07-231-2/+8
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* shader: Implement ClipDistanceFernandoS272021-07-231-0/+13
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* shader: Add PointCoord attributeFernandoS272021-07-231-0/+6
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* shader: Add PointSize attributeameerj2021-07-231-0/+2
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* shader: Implement BRXFernandoS272021-07-231-2/+8
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-0/+10
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* shader: Better interpolation and disabled attributes supportReinUsesLisp2021-07-231-9/+20
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* shader: Implement front faceReinUsesLisp2021-07-231-0/+4
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* shader: Implement NDC [-1, 1], attribute types and default varying initializationReinUsesLisp2021-07-231-26/+43
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* spirv: Implement VertexId and InstanceId, refactor codeReinUsesLisp2021-07-231-0/+16
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-4/+51
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* shader: Partial implementation of LDCReinUsesLisp2021-07-231-6/+50
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-21/+21
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* spirv: Initial bindings supportReinUsesLisp2021-07-231-14/+6
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* shader: Initial implementation of an ASTReinUsesLisp2021-07-231-0/+8
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* spirv: Initial SPIR-V supportReinUsesLisp2021-07-231-0/+102