| Age | Commit message (Collapse) | Author |
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We sometimes have to slice attributes in different parts. This is needed
for example in instances where the game feedbacks 3 components but
writes 4 from the shader (something that is possible with
GL_NV_transform_feedback).
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gl_rasterizer: Implement polygon modes and fill rectangles
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A previous commit introduced a way to declare as few render targets as
possible. Turns out this introduced a regression in some games.
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After a compute shader was set to the pipeline, no graphics shader was
invoked again. To address this use glUseProgram to bind compute shaders
(without state tracking) and call glUseProgram(0) when transitioning out
of it back to the graphics pipeline.
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RenderDoc won't build shaders if we use GLSL compatibility.
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This is required for Vulkan. Sampling integer textures with float
handles is illegal.
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Registry consistency is something that practically can't happen and it
has a measurable runtime cost. Reduce it to a DEBUG_ASSERT.
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Store information GLSL forces us to provide but it's dynamic state in
hardware (workgroup sizes, primitive topology, shared memory size).
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Instead of pre-specializing shaders and then post-specializing them,
drop the later and only "specialize" the shader while decoding it.
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video_core: Remove gl_state and use a state tracker based on dirty flags
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
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vk_shader_decompiler: Implement indexed textures
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video_core: Implement more scaled attribute formats
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Blending doesn't affect blits. Rasterizer discard does, update the
commentaries.
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Blending doesn't affect clears.
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