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path: root/src/video_core/shader_environment.cpp (follow)
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* Update 3D regsKelebek12022-10-071-11/+12
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* style: General style changes to match with the rest of the codebaseMorph2022-08-311-5/+2
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* video_code: support rectangle textureFengChen2022-08-251-2/+7
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* common: Change semantics of UNREACHABLE to unconditionally crashLiam2022-06-141-1/+1
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* GCC 12 fixesLiam2022-04-281-2/+2
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* video_core: Reduce unused includesameerj2022-03-191-1/+0
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* video_core: Remove unnecesary maybe_unused flagNarr the Reg2022-01-051-1/+1
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* ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow2022-01-041-0/+54
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* gpu: Migrate implementation to the cpp fileameerj2021-10-031-0/+1
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* shader_environment: Add missing <algorithm> includeMorph2021-09-111-0/+1
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* shader_environment: Receive cache version from outsideReinUsesLisp2021-07-231-6/+5
| | | | This allows us invalidating OpenGL and Vulkan separately in the future.
* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-1/+9
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Unify shader stage typesReinUsesLisp2021-07-231-1/+1
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* shader_environment: Fix local memory size calculationsReinUsesLisp2021-07-231-3/+3
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* shader_environment: Add shader_local_memory_crs_size to local memory sizeameerj2021-07-231-1/+1
| | | | Fixes DOOM 2016 missing local memory
* shader: Initial OpenGL implementationReinUsesLisp2021-07-231-2/+2
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* shader: Move pipeline cache logic to separate filesReinUsesLisp2021-07-231-0/+453
Move code to separate files to be able to reuse it from OpenGL. This greatly simplifies the pipeline cache logic on Vulkan. Transform feedback state is not yet abstracted and it's still intrusively stored inside vk_pipeline_cache. It will be moved when needed on OpenGL.