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path: root/src/video_core/engines/shader_header.h
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2021-07-22shader: Primitive Vulkan integrationReinUsesLisp
2021-01-15common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINITReinUsesLisp
INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior.
2020-10-09video_core: Enforce -Wclass-memaccessReinUsesLisp
2020-04-01shader_decompiler: Remove FragCoord.w hack and change IPA implementationReinUsesLisp
Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html
2019-11-03common_func: Use std::array for INSERT_PADDING_* macros.bunnei
- Zero initialization here is useful for determinism.
2019-02-14shader_decompiler: Improve Accuracy of Attribute Interpolation.Fernando Sahmkow
2019-01-15shader_header: Make local memory size getter constantReinUsesLisp
2018-11-23gl_shader_decompiler: Implement clip distancesReinUsesLisp
2018-10-24Implemented LD_L and ST_LFernandoS27
2018-09-11Replace old FragmentHeader for the new HeaderFernandoS27
2018-09-11Implemented (Partialy) Shader HeaderFernandoS27