Age | Commit message (Collapse) | Author |
|
shader_recompiler: throw on missing geometry streams in geometry shaders
|
|
|
|
|
|
This reverts commit f296a9ce9a1a144d322d54d4628dba6f8a800cb7.
|
|
|
|
shader_recompiler: fix Offset operand usage for non-OpImage*Gather
|
|
|
|
|
|
|
|
|
|
OpenGL: Fixes and workaround updates for AMD
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
GLSL: Use known cbuf sizes when possible
|
|
|
|
|
|
|
|
|
|
|
|
emit_glsl_warp: Fix shfl_in_bounds conditional
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
atomic otherwise.
|
|
This crashes their shader compiler for some reason.
|
|
These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
|
|
|
|
|
|
ImageGatherSubpixelOffset
Should be more efficient and better readable
|
|
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).
|
|
|
|
These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
|
|
|
|
|
|
Also fixes for texture buffers, which do not have mips eithers.
|
|
shader_recompiler: TXQ: Skip QueryLevels when possible
|
|
glasm, glsl: Implement multisampled Image Fetch
|
|
shader_recompiler: Remove S32 IR type
|