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* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
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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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* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
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* Replace BGRA and scale uniforms with a uniform block
* Setting the data again on program change is no longer needed
* Optimize and resolve some warnings
* Avoid redundant support buffer updates
* Some optimizations to BindBuffers (now inlined)
* Unify render scale arrays
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translator (#2402)
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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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* Pass all inputs when geometry shader passthrough is enabled
* Shader cache version bump
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descriptor and resolution scale regressions (#2298)
* Fix constant buffer array size when indexing is used
* Change default QueryConstantBufferUse value
* Fix more regressions
* Ensure proper order
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* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
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* Implement shader HelperThreadNV
* Bump shader cache version
* Use gl_HelperInvocation since its supported across all vendors
* Nit
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* Implement geometry shader passthrough
* Cache version change
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* Simplify logic for bindless texture handling
* Nits
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* Use explicit buffer and texture bindings on shaders
* More XML docs and other nits
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backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.
* Fix Typo
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* Add support for CAL and RET shader instructions
* Remove unused stuff
* Fix a bug that could cause the wrong values to be passed to a function
* Avoid repopulating function id dictionary every time
* PR feedback
* Fix vertex shader A/B merge
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* Fix image binding format
* XML doc
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* Add support for shader constant buffer slot indexing
* Fix typo
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* Implement BGRA texture support
* Missing AppendLine
* Remove empty lines
* Address PR feedback
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* Initial transform feedback support
* Some nits and fixes
* Update ReportCounterType and Write method
* Can't change shader or TFB bindings while TFB is active
* Fix geometry shader input names with new naming
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* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.
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* Support separate textures and samplers
* Add missing bindless flag, fix SNORM format on buffer textures
* Add missing separation
* Add comments about the new handles
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* Omit image format if possible, and fix BA bit
* Match extension name
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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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* Implement SULD shader instruction
* Some nits
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* Fix varying interpolation on fragment shader
* Some nits
* Alignment
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* Implement DADD, DFMA and DMUL shader instructions
* Rename FP to FP32
* Correct double immediate
* Classic mistake
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* Use correct shader local size instead of a hardcoded size
* Remove unused uniform block
* Update XML doc
* Local memory size has 23 bits on maxwell
* Generate compute QMD struct from nv open doc header
* Remove dummy arrays when shared or local memory is not used, other improvements
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as a workaround for compiler bugs (?)
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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 2fe9ebaf118d690be8d0cb302529dd359d7c402b.
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the way how global memory is handled
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from bindless texture accesses
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misc. fixes
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