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path: root/Ryujinx.Graphics.Shader/Translation/FeatureFlags.cs
AgeCommit message (Collapse)Author
2021-09-29Only make render target 2D textures layered if needed (#2646)gdkchan
* Only make render target 2D textures layered if needed * Shader cache version bump * Ensure topology is updated on channel swap
2021-08-27Initial support for shader attribute indexing (#2546)gdkchan
* Initial support for shader attribute indexing * Support output indexing too, other improvements * Fix order * Address feedback
2021-05-19Move shader resource descriptor creation out of the backend (#2290)gdkchan
* 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
2021-04-20Only enable clip distance if written to on shader (#2217)gdkchan
* Only enable clip distance if written to on shader * Signal InstanceId use through FeatureFlags * Shader cache version bump
2021-03-19Salieri: Detect and avoid caching shaders using bindless textures (#2097)Mary
* Salieri: Add blacklist system and blacklist shaders using bindless Currently the shader cache doesn't have the right format to support bindless textures correctly and may cache shaders that it cannot rebuild after host invalidation. This PR address the issue by blacklisting shaders using bindless textures. THis also support detection of already cached broken shader and handle removal of those. * Move to a feature flags design to avoid intrusive changes in the translator This remove the auto correct behaviour * Reduce diff on TranslationFlags * Reduce comma on last entry of TranslationFlags * Fix inverted logic and remove leftovers * remove debug edits oops
2020-07-07Implement Zero-Configuration Resolution Scaling (#1365)riperiperi
* 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.