| Commit message (Collapse) | Author | Files | Lines |
|
|
|
This commit regresses VertexA shaders, their transformation pass has to
be adapted to the new control flow.
|
|
|
|
|
|
|
|
|
|
|
|
Our unit tests were hitting this exception.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
It may generate better code on some compilers and it's easier to handle.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
still need to configure some settings for NV denorm flush and intel NaN
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|