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* Use shader subgroup extensions if shader ballot is not supported
* Shader cache version bump + cleanup
* The type is still required on the table
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(#2557)
* Add support for HLE macros and accelerate MultiDrawElementsIndirectCount
* Add missing barrier
* Fix index buffer count
* Add support check for each macro hle before use
* Add missing xml doc
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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It seems like this method of flushing data is much slower on Mesa drivers, and slightly slower on Intel Windows. Have not tested Intel Mesa, but I'm assuming it is the same as AMD.
This also adds vendor detection for AMD on Unix, which counted as "Unknown" before.
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* Fix texture sampling with depth compare and LOD level or bias
* Shader cache version bump
* nit: Sorting
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Improves OpenGL performance on FAST RMX and Xenoblade DE/2. Will probably only work on NVIDIA GPUs, but the emulated quads path will still be valid for other GPUs. Note: SLOW RMX gets a bit faster in handheld mode.
I'd recommend checking on platforms without supported host quads to make sure a GL error is actually thrown when attempting GL.Begin(PrimitiveType.Quads)
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Allow parallel shader compilation when loading a shader cache
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* This might help AMD a bit
* Removal of old workaround.
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as suggested by gdkchan
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* Add seamless cubemap flag in sampler parameters.
* Check for the extension
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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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* Omit image format if possible, and fix BA bit
* Match extension name
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* Make max anisotropy configurable
* Move opengl command to opengl project
* Add GUI option
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* Workaround for Intel view format bug
* Dispose of the intermmediate texture aswell
* Apply workaround on AMD aswell
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Add TODO comment for GL_EXT_polygon_offset_clamp
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Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
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storage related transformations on IR
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This reverts commit 38a993510f64346649529b8fd2af6683bef05aa6.
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