| Age | Commit message (Collapse) | Author |
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This removes unused includes, especially the core includes which were causing this file to be recompiled every time files included by those headers are modified.
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GLSL shaders currently do not render correctly on the recent NVIDIA
drivers. This adds a check that forces assembly shaders for these
drivers since they seem unaffected and adds a warning informing of the
decision.
Developers can disable the check by enabling graphics debugging.
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Alleviates the dependency on chrono for all files that include settings.h
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buffer_cache, maxwell_dma: Minor refactoring and code fixes
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gl_texture_cache: Unify BGR copy passes using PBOs
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Loop through the tmp_intervals by reference, rather than by copy, and fix gl clear buffer size calculation.
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The BGR copies no longer use shaders.
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This is only needed on select drivers when a fragment shader discards/demotes.
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texture_cache: Split out template definitions
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astc_decoder: Various performance and memory optimizations
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This reduces the amount of over dispatching when there are odd dimensions (i.e. ASTC 8x5), which rarely evenly divide into 32x32.
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Alleviates the dependency on the swizzle table and a uniform which is constant for all ASTC texture sizes.
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This buffer was a list of EncodingData structures sorted by their bit length, with some duplication from the cpu decoder implementation.
We can take advantage of its sorted property to optimize its usage in the shader.
Thanks to wwylele for the optimization idea.
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OpenGL and Vulkan images render in different coordinate systems. This allows us to specify the coordinate system of the screenshot within each renderer
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general: Rename "Frame Limit" references to "Speed Limit"
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Shader Decompiler Rewrite
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use_framelimiter was not being used internally by the renderers.
set_background_color was always set to true as there is no toggle for the renderer background color, instead users directly choose the color of their choice.
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This reverts commit 4a152767286717fa69bfc94846a124a366f70065.
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Wait for shader to build before configuring it, and wait for the shader
to build before sharing it with other contexts.
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This allows us invalidating OpenGL and Vulkan separately in the future.
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Ensures that states set for a particular stage are not attached to other
stages which may not need them.
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The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
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Fix regression on Fire Emblem: Three Houses when using native fp16.
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Workaround potential bug on Nvidia's driver where only updating high
attributes leaves low attributes out dated.
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GLASM is getting good enough that we can move it out of advanced
graphics settings. This removes the setting `use_assembly_shaders`,
opting for a enum class `shader_backend`. This comes with the benefits
that it is extensible for additional shader backends besides GLSL and
GLASM, and this will work better with a QComboBox.
Qt removes the related assembly shader setting from the Advanced
Graphics section and places it as a new QComboBox in the API Settings
group. This will replace the Vulkan device selector when OpenGL is
selected.
Additionally, mark all of the custom anisotropic filtering settings as
"WILL BREAK THINGS", as that is the case with a select few games.
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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