Feng Chen
bcf6a7c0dd
video_core: Fix SNORM texture buffer emulating error ( #9001 )
3 years ago
Kelebek1
37845e1228
Update 3D regs
3 years ago
FengChen
38e9c78843
video_core: Generate mipmap texture by drawing
3 years ago
Morph
649c49525d
style: General style changes to match with the rest of the codebase
3 years ago
FengChen
98656c14a8
video_code: support rectangle texture
3 years ago
Liam
c1771c98f3
common: Change semantics of UNREACHABLE to unconditionally crash
4 years ago
Liam
ee4d63cee5
GCC 12 fixes
4 years ago
Morph
2b87305d31
general: Convert source file copyright comments over to SPDX
This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
4 years ago
ameerj
b837219423
video_core: Reduce unused includes
4 years ago
Narr the Reg
7b752c8f47
video_core: Remove unnecesary maybe_unused flag
4 years ago
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