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path: root/src/shader_recompiler/backend/spirv/emit_context.cpp
AgeCommit message (Collapse)Author
2021-09-08Detail adjustmentFeng Chen
2021-09-08Detail adjustmentFeng Chen
2021-09-07Re-implement get unused locationFeng Chen
2021-09-07Move attribute related definitions to spirv anonymous namespaceFeng Chen
2021-09-06Dynamic get unused locationFeng Chen
2021-09-06Implement intput and output fixed fnc texturesFeng Chen
2021-09-03Rename parametersFeng Chen
2021-09-03Fix create GraphicsPipelines crashFeng Chen
2021-09-02Add input/output locationFeng Chen
2021-09-01Add colorfront and txtcoord supportFeng Chen
2021-07-22shader: Ignore global memory ops on devices lacking int64 supportameerj
2021-07-22shader: GCC fmt 8.0.0 fixeslat9nq
2021-07-22spirv: Fix code emission when descriptor aliasing is unsupportedReinUsesLisp
Fixes OpenGL.
2021-07-22shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp
Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
2021-07-22spirv: Properly handle devices without int8 and int16ReinUsesLisp
2021-07-22spirv: Handle small storage buffer loads on devices with no supportReinUsesLisp
2021-07-22shader: Properly manage attributes not written from previous stagesReinUsesLisp
2021-07-22spirv: Fix output generics with componentsReinUsesLisp
2021-07-22opengl: Declare fragment outputs even if they are not usedReinUsesLisp
Fixes Ori and the Blind Forest's menu on GLASM. For some reason (probably high level optimizations) it is not sanitized on SPIR-V for OpenGL. Vulkan is unaffected by this change.
2021-07-22shader: Split profile and runtime information in separate structsReinUsesLisp
2021-07-22glasm: Rework control flow introducing a syntax listReinUsesLisp
This commit regresses VertexA shaders, their transformation pass has to be adapted to the new control flow.
2021-07-22glasm: Implement shuffle and vote instructions on GLASMReinUsesLisp
2021-07-22shader: Optimize NVN FallthroughFernandoS27
2021-07-22shader: Implement Int32 SUATOM/SUREDameerj
2021-07-22spirv: Add int8 and int16 capabilities only when supportedReinUsesLisp
2021-07-22spirv: Support OpenGL uniform buffers and change bindingsReinUsesLisp
2021-07-22spirv: Desambiguate descriptor namesReinUsesLisp
Worksaround a bug on Nvidia's OpenGL SPIR-V compiler where names are used for name matching.
2021-07-22shader: Implement indexed texturesReinUsesLisp
2021-07-22shader: Add NVN storage buffer fallbacksReinUsesLisp
When we can't track the SSBO origin of a global memory instruction, leave it as a global memory operation and assume these pointers are in the NVN storage buffer slots, then apply a linear search in the shader's runtime.
2021-07-22spirv: Fix ViewportMaskReinUsesLisp
2021-07-22spirv: Replace Constant/ConstantComposite with Const helperameerj
2021-07-22shader: Implement SampleMaskReinUsesLisp
2021-07-22shader: Implement PIXLD.MY_INDEXReinUsesLisp
2021-07-22spirv: Implement ViewportMask with NV_viewport_array2ReinUsesLisp
2021-07-22shader: Implement PrimitiveIdReinUsesLisp
2021-07-22shader: Implement tessellation shaders, polygon mode and invocation idReinUsesLisp
2021-07-22spirv: Implement image buffersReinUsesLisp
2021-07-22spirv: Implement Layer storesReinUsesLisp
2021-07-22shader: Implement transform feedbacks and define file formatReinUsesLisp
2021-07-22spirv: Rework storage buffers and shader memoryReinUsesLisp
2021-07-22shader: Implement geometry shadersReinUsesLisp
2021-07-22shader: Implement SR_THREAD_KILLReinUsesLisp
2021-07-22shader: Implement ATOM/S and REDameerj
2021-07-22shader: Implement SULD and SUSTReinUsesLisp
2021-07-22shader_recompiler,video_core: Cleanup some GCC and Clang errorslat9nq
Mostly fixing unused *, implicit conversion, braced scalar init, fpermissive, and some others. Some Clang errors likely remain in video_core, and std::ranges is still a pertinent issue in shader_recompiler shader_recompiler: cmake: Force bracket depth to 1024 on Clang Increases the maximum fold expression depth thread_worker: Include condition_variable Don't use list initializers in control flow Co-authored-by: ReinUsesLisp <reinuseslisp@airmail.cc>
2021-07-22shader: Interact texture buffers with buffer cacheReinUsesLisp
2021-07-22shader: Implement texture buffersReinUsesLisp
2021-07-22shader: Address feedbackFernandoS27
2021-07-22shader: Implement indexed Position and ClipDistancesFernandoS27
2021-07-22shader: Implement indexed attributesFernandoS27