| Commit message (Collapse) | Author | Files | Lines |
|
Thanks for everything!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Also add a setting for enable Nsight Aftermath.
|
|
Fixes the identity removal pass.
|
|
Remove lod clamp from texture instructions with lod, as this is not
needed (nor supported).
|
|
|
|
This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
When we can't track the SSBO origin of a global memory instruction,
leave it as a global memory operation and assume these pointers are in
the NVN storage buffer slots, then apply a linear search in the shader's
runtime.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
It may generate better code on some compilers and it's easier to handle.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
And add a const in FCMP
|
|
still need to configure some settings for NV denorm flush and intel NaN
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|