Commit message (Collapse) | Author | Age | Files | Lines | |
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* | video_core/renderer_opengl: Remove unnecessary includes | Lioncash | 2019-04-04 | 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. | ||||
* | gl_shader_disk_cache: Address miscellaneous feedback | ReinUsesLisp | 2019-02-07 | 1 | -4/+4 |
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* | gl_shader_disk_cache: Save GLSL and entries into the precompiled file | ReinUsesLisp | 2019-02-07 | 1 | -60/+5 |
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* | gl_shader_decompiler: Remove name entries | ReinUsesLisp | 2019-02-07 | 1 | -23/+7 |
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* | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 2019-02-07 | 1 | -0/+33 |
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* | gl_shader_cache: Use explicit bindings | ReinUsesLisp | 2019-01-30 | 1 | -12/+0 |
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* | shader_decode: Implement LDG and basic cbuf tracking | ReinUsesLisp | 2019-01-30 | 1 | -0/+34 |
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* | video_core: Rename glsl_decompiler to gl_shader_decompiler | ReinUsesLisp | 2019-01-15 | 1 | -0/+88 |
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* | video_core: Replace gl_shader_decompiler | ReinUsesLisp | 2019-01-15 | 1 | -25/+0 |
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* | global: Use std::optional instead of boost::optional (#1578) | Frederic L | 2018-10-30 | 1 | -4/+4 |
| | | | | | | | | | | | | | | | | * get rid of boost::optional * Remove optional references * Use std::reference_wrapper for optional references * Fix clang format * Fix clang format part 2 * Adressed feedback * Fix clang format and MacOS build | ||||
* | renderer_opengl: Namespace OpenGL code | Lioncash | 2018-08-22 | 1 | -2/+2 |
| | | | | | | | Namespaces all OpenGL code under the OpenGL namespace. Prevents polluting the global namespace and allows clear distinction between other renderers' code in the future. | ||||
* | video_core: Use nested namespaces where applicable | Lioncash | 2018-07-21 | 1 | -4/+2 |
| | | | | Compresses a few namespace specifiers to be more compact. | ||||
* | gl_shader_gen: Implement dual vertex shader mode. | bunnei | 2018-07-13 | 1 | -1/+2 |
| | | | | - When VertexA shader stage is enabled, we combine with VertexB program to make a single Vertex Shader stage. | ||||
* | renderer_opengl: Add missing header guards | Lioncash | 2018-04-20 | 1 | -0/+2 |
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* | shaders: Expose hints about used const buffers. | bunnei | 2018-04-15 | 1 | -2/+2 |
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* | gl_shader_decompiler: Add shader stage hint. | bunnei | 2018-04-14 | 1 | -1/+5 |
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* | gl_shader_decompiler: Basic impl. for very simple vertex shaders. | bunnei | 2018-04-14 | 1 | -8/+4 |
| | | | | - Tested with Puyo Puyo Tetris and Cave Story+ | ||||
* | gl_shader_decompiler: Add skeleton code from Citra for shader analysis. | bunnei | 2018-04-14 | 1 | -11/+8 |
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* | renderer_gl: Port over gl_shader_decompiler module from Citra. | bunnei | 2018-03-20 | 1 | -0/+27 |