Commit message (Collapse) | Author | Files | Lines | ||
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2020-03-09 | gl_shader_decompiler: Add identifier to decompiled code | ReinUsesLisp | 1 | -1/+2 | |
2020-03-09 | shader/registry: Store graphics and compute metadata | ReinUsesLisp | 1 | -4/+2 | |
Store information GLSL forces us to provide but it's dynamic state in hardware (workgroup sizes, primitive topology, shared memory size). | |||||
2020-03-09 | gl_shader_cache: Rework shader cache and remove post-specializations | ReinUsesLisp | 1 | -9/+6 | |
Instead of pre-specializing shaders and then post-specializing them, drop the later and only "specialize" the shader while decoding it. | |||||
2020-02-28 | gl_state_tracker: Implement dirty flags for clip distances and shaders | ReinUsesLisp | 1 | -1/+1 | |
2019-11-23 | video_core: Unify ProgramType and ShaderStage into ShaderType | ReinUsesLisp | 1 | -14/+3 | |
2019-10-30 | shader/node: Unpack bindless texture encoding | ReinUsesLisp | 1 | -2/+1 | |
Bindless textures were using u64 to pack the buffer and offset from where they come from. Drop this in favor of separated entries in the struct. Remove the usage of std::set in favor of std::list (it's not std::vector to avoid reference invalidations) for samplers and images. | |||||
2019-10-25 | gl_shader_decompiler: Move entries to a separate function | ReinUsesLisp | 1 | -5/+4 | |
2019-09-21 | shader/image: Implement SULD and remove irrelevant code | ReinUsesLisp | 1 | -1/+0 | |
* Implement SULD as float. * Remove conditional declaration of GL_ARB_shader_viewport_layer_array. | |||||
2019-07-15 | gl_rasterizer: Implement compute shaders | ReinUsesLisp | 1 | -5/+17 | |
2019-07-08 | gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders | ReinUsesLisp | 1 | -0/+1 | |
This commit implements gl_ViewportIndex and gl_Layer in vertex and geometry shaders. In the case it's used in a vertex shader, it requires ARB_shader_viewport_layer_array. This extension is available on AMD and Nvidia devices (mesa and proprietary drivers), but not available on Intel on any platform. At the moment of writing this description I don't know if this is a hardware limitation or a driver limitation. In the case that ARB_shader_viewport_layer_array is not available, writes to these registers on a vertex shader are ignored, with the appropriate logging. | |||||
2019-06-21 | gl_shader_decompiler: Implement image binding settings | ReinUsesLisp | 1 | -0/+2 | |
2019-04-14 | gl_shader_decompiler: Use variable AOFFI on supported hardware | ReinUsesLisp | 1 | -2/+6 | |
2019-04-14 | shader_ir: Implement STG, keep track of global memory usage and flush | ReinUsesLisp | 1 | -2/+13 | |
2019-04-08 | Unify both sampler types. | Fernando Sahmkow | 1 | -1/+2 | |
2019-04-04 | video_core/renderer_opengl: Remove unnecessary includes | Lioncash | 1 | -1/+0 | |
Quite a few unused includes have built up over time, particularly on core/memory.h. Removing these includes means the source files including those files will no longer need to be rebuilt if they're changed, making compilation slightly faster in this scenario. | |||||
2019-02-07 | gl_shader_disk_cache: Address miscellaneous feedback | ReinUsesLisp | 1 | -4/+4 | |
2019-02-07 | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 1 | -60/+5 | |
2019-02-07 | gl_shader_decompiler: Remove name entries | ReinUsesLisp | 1 | -23/+7 | |
2019-02-07 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+33 | |
2019-01-30 | gl_shader_cache: Use explicit bindings | ReinUsesLisp | 1 | -12/+0 | |
2019-01-30 | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 1 | -0/+34 | |
2019-01-15 | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | 1 | -0/+0 | |
2019-01-15 | video_core: Address feedback | ReinUsesLisp | 1 | -1/+1 | |
2019-01-15 | glsl_decompiler: Implementation | ReinUsesLisp | 1 | -0/+88 | |