| Age | Commit message (Collapse) | Author |
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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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Previous code could generate an anisotropy value way higher than x16.
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frontend/Graphics: Add "Advanced" graphics tab and experimental Anisotropic Filtering support
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maxwell_to_vk: Remove Storage capability for A1B5G5R5U
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vk_swapchain: Silence TOCTOU race condition
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vk_shader_decompiler: Implement indexed textures
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shader_decode: Fix LD, LDG when track constant buffer
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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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Add support for render targets and viewports.
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