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path: root/src/shader_recompiler/backend/glsl
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2021-11-16shader: Add IsTextureScaled opcodeReinUsesLisp
2021-11-16shader: Add integer division opcodesReinUsesLisp
2021-11-16shader: Add resolution down factor opcodeReinUsesLisp
2021-11-01ShaderCache: Fix Phi Nodes Type on OGL.Fernando Sahmkow
2021-09-29style: Remove extra space preceding the :: operatorMorph
2021-08-31emit_glsl_warp: Fix shuffle ops for 64-thread warp sizesameerj
2021-08-31emit_glsl_warp: Fix ballot related ops for 64-thread warp sizesameerj
2021-07-22glsl: Simplify FCMP emissionameerj
2021-07-22glsl: Update TessellationControl gl_inameerj
Adheres to GL_ARB_separate_shader_objects requirements
2021-07-22shader: Avoid usage of C++20 ranges to build in clangReinUsesLisp
2021-07-22glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZEameerj
2021-07-22shader_recompiler, video_core: Resolve clang errorslat9nq
Silences the following warnings-turned-errors: -Wsign-conversion -Wunused-private-field -Wbraced-scalar-init -Wunused-variable And some other errors
2021-07-22shader: Ignore global memory ops on devices lacking int64 supportameerj
2021-07-22shader: GCC fmt 8.0.0 fixeslat9nq
2021-07-22shader: Fix disabled and unwritten attributes and varyingsReinUsesLisp
2021-07-22glsl: Fix shared and local memory declarationsameerj
account for the fact that program.*memory_size is in units of bytes.
2021-07-22opengl: Implement LOP.CCameerj
Used by MH:Rise
2021-07-22glsl: Declare local memory in mainameerj
2021-07-22glsl: Add passthrough geometry shader supportameerj
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.
2021-07-22glsl: Better IAdd Overflow CC fixameerj
This ensures the original operand values are not overwritten when being used in the overflow detection.
2021-07-22shader: Remove IAbs64ReinUsesLisp
2021-07-22glsl: Fix IADD CCameerj
2021-07-22shader: Move loop safety tests to code emissionReinUsesLisp
2021-07-22glsl: Remove frag color initializationameerj
2021-07-22emit_glsl_special: Skip initialization of frag_color0ameerj
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
2021-07-22glsl: Add missing ; in EmitSetSampleMaskMorph
Fixes shader compilation in Okami HD
2021-07-22glsl: Fix output varying initialization when transform feedback is usedameerj
2021-07-22glsl: Fix cbuf component indexing bug falbackameerj
2021-07-22shader: Properly manage attributes not written from previous stagesReinUsesLisp
2021-07-22glsl: Only declare fragment outputs on fragment shadersReinUsesLisp
2021-07-22shader: Split profile and runtime info headersReinUsesLisp
2021-07-22glsl: Obey need_declared_frag_colors to declare and initialize all frag_colorameerj
Fixes Ori and the blind forest title screen
2021-07-22glsl: Address rest of feedbackameerj
2021-07-22glsl: Move gl_Position/generic attribute initialization to EmitProlgueameerj
2021-07-22glsl: Conditionally use fine/coarse derivatives based on device supportameerj
2021-07-22glsl: Cleanup/Address feedbackameerj
2021-07-22glsl: Add Shader_GLSL loggingameerj
2021-07-22glsl: Add LoopSafety instructionsameerj
2021-07-22glsl: Conditionally add EXT_texture_shadow_lodameerj
2021-07-22glsl: Add stubs for sparse queries and variable aoffi when not supportedameerj
2021-07-22glsl: Implement legacy varyingsameerj
2021-07-22glsl: Minor cleanupameerj
2021-07-22glsl: Fix Cbuf getters for F32 typeameerj
2021-07-22glsl: Add immediate index oob checking for Cbuf gettersameerj
2021-07-22glsl: Refactor GetCbuf functions to reduce code duplicationameerj
2021-07-22glsl: Address more feedback. Implement indexed texture readsameerj
2021-07-22glsl: Remove Signed Integer variablesameerj
2021-07-22glsl: Address Rodrigo's feedbackameerj
2021-07-22glsl: Reorganize backend code, remove unneeded [[maybe_unused]]ameerj