Age | Commit message (Collapse) | Author |
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shader_recompiler: throw on missing geometry streams in geometry shaders
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This reverts commit f296a9ce9a1a144d322d54d4628dba6f8a800cb7.
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shader_recompiler: fix Offset operand usage for non-OpImage*Gather
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OpenGL: Fixes and workaround updates for AMD
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atomic otherwise.
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This crashes their shader compiler for some reason.
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
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ImageGatherSubpixelOffset
Should be more efficient and better readable
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On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
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shader_recompiler: TXQ: Skip QueryLevels when possible
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shader_recompiler: Remove S32 IR type
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The frontend IR opcodes do not distinguish between signed and unsigned integer types.
Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
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The existing implementation only supports 64 invoc-per-subgroup GPUs, and misbehaves on adreno when invocations need to be split into 4 emulated subgroups.
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Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
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Vulkan: Add support for VK_EXT_depth_clip_control.
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SubgroupLocalInvocationId
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Co-authored-by: bylaws <bylaws@users.noreply.github.com>
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shader: Implement miss attribute layer
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