| Commit message (Collapse) | Author | Age | Files | Lines |
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Reduces some header churn and reduces rebuilds when some header
internals change.
While we're at it we can also resolve a missing include in buffer_cache.
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Some games like The Legend of Zelda: Breath of the Wild assign
render targets without writing them from the fragment shader. This
generates Vulkan validation errors, so silence these I previously
introduced a commit to set "vec4(0, 0, 0, 1)" for these attachments. The
problem is that this is not what games expect. This commit reverts that
change.
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Avoid changing gl_Position when the NDC used by the game is [0, 1]
(Vulkan's native).
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Some games write from fragment shaders to an unexistant framebuffer
attachment or they don't write to one when it exists in the framebuffer.
Fix this by skipping writes or adding zeroes.
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Update Sirit and its usage in vk_shader_decompiler. Highlights:
- Implement tessellation shaders
- Implement geometry shaders
- Implement some missing features
- Use native half float instructions when available.
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Fix missing OpSelectionMerge instruction. This caused devices loses on
most hardware, Intel didn't care.
Fix [-1;1] -> [0;1] depth conversions.
Conditionally use VK_EXT_scalar_block_layout. This allows us to use
non-std140 layouts on UBOs.
Update external Vulkan headers.
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