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path: root/src/video_core/renderer_opengl/gl_shader_disk_cache.cpp (follow)
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* shader: Remove old shader managementReinUsesLisp2021-07-231-482/+0
* common: fs: Rework the Common Filesystem interface to make use of std::filesystem (#6270)Morph2021-05-261-77/+76
* hle: kernel: Rename Process to KProcess.bunnei2021-05-061-1/+1
* common: Move settings to common from core.bunnei2021-04-151-1/+1
* video_core: Make use of ordered container contains() where applicableLioncash2020-12-071-1/+1
* video_core: Enforce -Wredundant-move and -Wpessimizing-moveReinUsesLisp2020-10-281-2/+1
* video_core: Remove all Core::System references in rendererReinUsesLisp2020-09-061-3/+7
* Merge pull request #4521 from lioncash/optionalcachebunnei2020-08-221-11/+12
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| * gl_shader_disk_cache: Make use of std::nullopt where applicableLioncash2020-08-141-11/+12
* | common/fileutil: Convert namespace to Common::FSLioncash2020-08-161-17/+17
* | common/compression: Roll back std::span changesLioncash2020-08-151-1/+2
* | zstd_compression: Make use of std::span in interfacesLioncash2020-07-251-2/+1
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* configuration: implement per-game configurations (#4098)lat9nq2020-07-101-1/+1
* shader/texture: Join separate image and sampler pairs offlineReinUsesLisp2020-06-051-15/+49
* engines/maxwell_3d: Add TFB registers and store them in shader registryReinUsesLisp2020-03-091-1/+1
* const_buffer_engine_interface: Store component typesReinUsesLisp2020-03-091-1/+1
* shader/registry: Cache tessellation stateReinUsesLisp2020-03-091-1/+1
* shader/registry: Store graphics and compute metadataReinUsesLisp2020-03-091-5/+7
* gl_shader_cache: Rework shader cache and remove post-specializationsReinUsesLisp2020-03-091-269/+133
* Shader_IR: Store Bound buffer on Shader UsageFernando Sahmkow2020-01-241-4/+8
* gl_shader_cache: Remove dynamic BaseBinding specializationReinUsesLisp2019-11-231-3/+2
* video_core: Unify ProgramType and ShaderStage into ShaderTypeReinUsesLisp2019-11-231-23/+21
* gl_rasterizer: Bind graphics images to draw commandsReinUsesLisp2019-11-231-1/+1
* gl_shader_cache: Specialize local memory size for compute shadersReinUsesLisp2019-11-231-2/+2
* gl_shader_cache: Specialize shared memory sizeReinUsesLisp2019-11-231-2/+2
* gl_shader_cache: Specialize shader workgroupReinUsesLisp2019-11-231-2/+2
* shader/texture: Deduce texture buffers from lockerReinUsesLisp2019-11-231-16/+17
* gl_shader_disk_cache: Store and load fast BRXReinUsesLisp2019-10-251-25/+158
* gl_shader_decompiler: Move entries to a separate functionReinUsesLisp2019-10-251-251/+29
* gl_shader_disk_cache: Properly ignore existing cacheReinUsesLisp2019-10-061-12/+16
* gl_shader_decompiler: Use uint for images and fix SUATOMReinUsesLisp2019-09-211-8/+4
* shader/image: Implement SULD and remove irrelevant codeReinUsesLisp2019-09-211-10/+0
* shader/image: Implement SUATOM and fix SUSTReinUsesLisp2019-09-111-6/+14
* gl_shader_decompiler: Keep track of written images and mark them as modifiedReinUsesLisp2019-09-061-5/+10
* gl_rasterizer: Implement compute shadersReinUsesLisp2019-07-151-1/+1
* gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shadersReinUsesLisp2019-07-081-0/+10
* gl_shader_disk_cache: Address feedbackReinUsesLisp2019-06-241-2/+5
* shader_cache: Correct versioning and size calculation.Fernando Sahmkow2019-06-211-1/+1
* Fix rebase errorsFernando Sahmkow2019-06-211-1/+1
* gl_shader_decompiler: Implement image binding settingsReinUsesLisp2019-06-211-9/+34
* gl_rasterizer: Track texture buffer usageReinUsesLisp2019-06-211-2/+2
* gl_shader_cache: Fix clang strict standard build issuesReinUsesLisp2019-05-211-5/+3
* gl_shader_disk_cache: in-class initialize virtual file offset of ShaderDiskCacheOpenGLLioncash2019-05-191-2/+1
* gl_shader_disk_cache: Default ShaderDiskCacheOpenGL's destructor in the cpp fileLioncash2019-05-191-0/+2
* gl_shader_disk_cache: Remove redundant code string construction in LoadDecompiledEntry()Lioncash2019-05-191-2/+2
* gl_shader_disk_cache: Make variable non-const in decompiled entry caseLioncash2019-05-191-1/+1
* gl_shader_disk_cache: Special-case boolean handlingLioncash2019-05-191-23/+20
* gl_shader_disk_cache: Skip stored shader variants instead of assertingReinUsesLisp2019-05-011-1/+4
* Re added new lines at the end of filesFreddyFunk2019-04-231-1/+1
* gl_shader_disk_cache: Compress precompiled shader cache file with Zstandardunknown2019-04-231-6/+10
* gl_shader_disk_cache: Use VectorVfsFile for the virtual precompiled shader cache fileunknown2019-04-231-92/+112
* gl_shader_disk_cache: Remove per shader compressionunknown2019-04-231-44/+11
* Merge pull request #2348 from FernandoS27/guest-bindlessbunnei2019-04-181-5/+9
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| * Move ConstBufferAccessor to Maxwell3d, correct mistakes and clang format.Fernando Sahmkow2019-04-081-3/+4
| * Unify both sampler types.Fernando Sahmkow2019-04-081-3/+6
| * Implement Bindless Samplers and TEX_B in the IR.Fernando Sahmkow2019-04-081-1/+1
* | shader_ir: Implement STG, keep track of global memory usage and flushReinUsesLisp2019-04-141-3/+10
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* common/zstd_compression: simplify decompression interfaceunknown2019-03-291-3/+2
* gl_shader_disk_cache: Fixup clang formatunknown2019-03-291-2/+3
* gl_shader_disk_cache: Use Zstandard for compressionunknown2019-03-291-6/+6
* gl_shader_disk_cache: Use LZ4HC with compression level 9 instead of compression level 12 for less compression timeunknown2019-03-291-3/+3
* Addressed feedbackunknown2019-03-291-6/+6
* gl_shader_disk_cache: Use better compression for transferable and precompiled shader disk chache filesunknown2019-03-291-2/+2
* data_compression: Move LZ4 compression from video_core/gl_shader_disk_cache to common/data_compressionunknown2019-03-291-38/+8
* gl_shader_disk_cache: Remove #pragma once from cpp fileLioncash2019-02-271-2/+0
* gl_shader_disk_cache: Check LZ4 size limitFrederic L2019-02-071-0/+4
* gl_shader_disk_cache: Consider compressed size zero as an errorFrederic L2019-02-071-2/+2
* gl_shader_disk_cache: Use unordered containersReinUsesLisp2019-02-071-6/+6
* gl_shader_disk_cache: Pass core system as argument and guard against games without title idsReinUsesLisp2019-02-071-4/+10
* gl_shader_disk_cache: Guard reads and writes against failureReinUsesLisp2019-02-071-210/+315
* gl_shader_disk_cache: Address miscellaneous feedbackReinUsesLisp2019-02-071-8/+18
* gl_shader_disk_cache: Pass return values returning instead of by parametersReinUsesLisp2019-02-071-25/+22
* gl_shader_disk_cache: Compress program binaries using LZ4ReinUsesLisp2019-02-071-7/+28
* gl_shader_disk_cache: Compress GLSL code using LZ4ReinUsesLisp2019-02-071-5/+56
* gl_shader_disk_cache: Save GLSL and entries into the precompiled fileReinUsesLisp2019-02-071-21/+156
* settings: Hide shader cache behind a settingReinUsesLisp2019-02-071-0/+21
* gl_shader_disk_cache: Invalidate shader cache changes with CMake hashReinUsesLisp2019-02-071-7/+16
* gl_shader_disk_cache: Add transferable cache invalidationReinUsesLisp2019-02-071-0/+5
* gl_shader_disk_cache: Add precompiled loadReinUsesLisp2019-02-071-0/+39
* gl_shader_disk_cache: Add precompiled saveReinUsesLisp2019-02-071-0/+43
* gl_shader_disk_cache: Add transferable loadReinUsesLisp2019-02-071-0/+52
* gl_shader_disk_cache: Add transferable storesReinUsesLisp2019-02-071-0/+92
* gl_shader_disk_cache: Add ShaderDiskCacheOpenGL class and helpersReinUsesLisp2019-02-071-0/+52
* gl_shader_disk_cache: Add file and move BaseBindings declarationReinUsesLisp2019-02-071-0/+14