Fernando Sahmkow
65387dd0a0
ShaderDecompiler: Add a debug option to dump the game's shaders.
4 years ago
ameerj
20a88d9d62
gpu: Migrate implementation to the cpp file
4 years ago
Morph
fc29159ac7
shader_environment: Add missing <algorithm> include
4 years ago
ReinUsesLisp
a97c0ccabd
shader_environment: Receive cache version from outside
This allows us invalidating OpenGL and Vulkan separately in the future.
4 years ago
ReinUsesLisp
b1df436cef
shader: Rework varyings and implement passthrough geometry shaders
Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
5 years ago
ReinUsesLisp
c0705f79b8
shader: Unify shader stage types
5 years ago
ReinUsesLisp
09c4a71dd4
shader_environment: Fix local memory size calculations
5 years ago
ameerj
1bbecac1d2
shader_environment: Add shader_local_memory_crs_size to local memory size
Fixes DOOM 2016 missing local memory
5 years ago
ReinUsesLisp
5ca5988c63
shader: Initial OpenGL implementation
5 years ago
ReinUsesLisp
ed6c131c92
shader: Move pipeline cache logic to separate files
Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.
Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
5 years ago