| Age | Commit message (Collapse) | Author |
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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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* Initial Implementation
* Further improvements (no support for float/64-bit types)
* Merge atomic and reduce instructions, add missing format switch
* Fix rebase issues.
* Not used.
* Whoops. Fixed.
* Partial implementation of inc/dec, cleanup and TODOs
* Remove testing path
* Address Feedback
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* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
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translator (#2402)
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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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* Only enable clip distance if written to on shader
* Signal InstanceId use through FeatureFlags
* Shader cache version bump
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* Use multiple dest operands for shader call instructions
* Passing opNode is no longer needed
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(#1964)
* Support multiple destination operands on shader IR and shuffle predicates
* Cache version change
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* Simplify logic for bindless texture handling
* Nits
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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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* 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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* 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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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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loop on shaders
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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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mipmaps on ASTC compressed textures
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tracking, other fixes
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