| Age | Commit message (Collapse) | Author |
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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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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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Useful for mobile and Intel Xe devices.
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Port optimization from Vulkan.
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~51% faster on Nvidia compared to previous method.
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Reduces the number of total pipelines generated on Vulkan.
Tested on Super Smash Bros. Ultimate.
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Fixes pixelated presentation on Intel devices.
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Fixes a crash on Age of Calamity cutscenes.
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Increases performance significantly on certain titles.
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MSVC generates better code for it.
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Recreate only when requested (or sRGB is changed) instead of tracking
the frontend's size. That size is still used as a hint.
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Add support for Polaris AMD devices.
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Intel devices pre-Xe don't support this.
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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.
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This tries to fix a data race where we'd wait forever for the GPU.
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