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2021-07-22gl_shader_cache: Properly implement asynchronous shadersReinUsesLisp
2021-07-22renderers: Fix clang formattingameerj
2021-07-22renderers: Disable async shader compilationameerj
The current implementation is prone to causing graphical issues. Disable until a better solution is implemented.
2021-07-22shader: Ignore global memory ops on devices lacking int64 supportameerj
2021-07-22gl_shader_cache: Fixes for async shadersameerj
2021-07-22emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 NvidiaReinUsesLisp
Fix regression on Fire Emblem: Three Houses when using native fp16.
2021-07-22vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_stateReinUsesLisp
Workaround potential bug on Nvidia's driver where only updating high attributes leaves low attributes out dated.
2021-07-22shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp
2021-07-22video_core: Enable GL SPIR-V shaderslat9nq
2021-07-22general: Add setting shader_backendlat9nq
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.
2021-07-22glasm: Add passthrough geometry shader supportReinUsesLisp
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.
2021-07-22shader: Unify shader stage typesReinUsesLisp
2021-07-22shader: Emulate 64-bit integers when not supportedReinUsesLisp
Useful for mobile and Intel Xe devices.
2021-07-22gl_graphics_pipeline: Fix assembly shaders check for transform feedbacksReinUsesLisp
2021-07-22gl_graphics_pipeline: Inline hash and operator== key functionsReinUsesLisp
2021-07-22gl_shader_cache: Check previous pipeline before checking hash mapReinUsesLisp
Port optimization from Vulkan.
2021-07-22gl_graphics_pipeline: Port optimizations from Vulkan pipelinesReinUsesLisp
2021-07-22shaders: Allow shader notify when async shaders is disabledameerj
2021-07-22shader: Properly manage attributes not written from previous stagesReinUsesLisp
2021-07-22shader: Split profile and runtime info headersReinUsesLisp
2021-07-22shader: Add support for native 16-bit floatsReinUsesLisp
2021-07-22shader: Rename maxwell/program.h to translate_program.hReinUsesLisp
2021-07-22glsl: Address rest of feedbackameerj
2021-07-22glsl: Conditionally use fine/coarse derivatives based on device supportameerj
2021-07-22glsl: Cleanup/Address feedbackameerj
2021-07-22gl_shader_cache: Implement async shadersameerj
2021-07-22glsl: Add stubs for sparse queries and variable aoffi when not supportedameerj
2021-07-22gl_shader_cache: Remove const from pipeline source argumentsameerj
2021-07-22gl_shader_cache: Move OGL shader compilation to the respective Pipeline ↵ameerj
constructor
2021-07-22glsl: Address more feedback. Implement indexed texture readsameerj
2021-07-22gl_rasterizer: Add texture fetch barrier for fragmentsameerj
Fixes flicker seen in XC2
2021-07-22glsl: Implement fswzaddameerj
and wip nv thread shuffle impl
2021-07-22glsl: Rebase fixesameerj
2021-07-22glsl: Use textureGrad fallback when EXT_texture_shadow_lod is unsupportedameerj
2021-07-22glsl: skip gl_ViewportIndex write if device does not support itameerj
2021-07-22glsl: Implement transform feedbackameerj
2021-07-22glsl: Implement VOTE for subgroup size potentially largerameerj
2021-07-22glsl: Implement some attribute getters and settersameerj
2021-07-22glsl: Query GL Device for FP16 extension supportameerj
2021-07-22glsl: Fixup build issuesReinUsesLisp
2021-07-22glsl: Initial backendameerj
2021-07-22shader: Reorder shader cache directoriesReinUsesLisp
2021-07-22 gl_buffer_cache: Use unorm internal formats for snorm texture buffer viewsameerj
Fixes black textures in UE4 games
2021-07-22buffer_cache: Fix copy based uniform bindings trackingReinUsesLisp
2021-07-22gl_texture_cache: Create image storage viewsReinUsesLisp
Fixes SULD.D tests.
2021-07-22gl_shader_util: Move shader utility code to a separate fileReinUsesLisp
2021-07-22gl_shader_cache: Store workers in shader cache objectReinUsesLisp
2021-07-22shader: Fix VertexA Shaders.FernandoS27
2021-07-22glasm: Use ARB_derivative_control conditionallyReinUsesLisp