FengChen
348c6e5b28
video_core: Fix few issues in Tess stage
3 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
0df188787a
shader_recompiler: Reduce unused includes
4 years ago
ameerj
efd428c747
shader_recompiler: Adjust emit_context includes
4 years ago
ameerj
c0705ede4d
shader_recompiler: Rename backend emit_context files
4 years ago
ReinUsesLisp
d04e2dac6c
shader: Properly scale image reads and add GL SPIR-V support
Thanks for everything!
4 years ago
ReinUsesLisp
362888dcb0
glasm: Add passthrough geometry shader support
5 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
9389e71b12
shader: Split profile and runtime info headers
5 years ago
ReinUsesLisp
9750e0410b
opengl: Declare fragment outputs even if they are not used
Fixes Ori and the Blind Forest's menu on GLASM. For some reason
(probably high level optimizations) it is not sanitized on SPIR-V for
OpenGL. Vulkan is unaffected by this change.
5 years ago
ReinUsesLisp
df14567fcc
glasm: Use storage buffers instead of global memory when possible
5 years ago
ReinUsesLisp
e9a5390a92
glasm: Implement indirect attribute loads
5 years ago
ReinUsesLisp
8499797b68
glasm: Fix output patch reads
With this, Luigi's Mansion's sand renders properly.
5 years ago
ReinUsesLisp
9452fe2dc6
shader: Split profile and runtime information in separate structs
5 years ago
ReinUsesLisp
83ff44531b
glasm: Fix patch attribute declarations
5 years ago
ReinUsesLisp
62f0368ce4
glasm: Implement clip distance stores
5 years ago
ReinUsesLisp
2e5002f0bf
glasm: Implement patch memory
5 years ago
ReinUsesLisp
24e3128420
glasm: Implement InvocationId
5 years ago
ReinUsesLisp
2268a150ce
glasm: Implement geometry shader attribute reads
5 years ago
ReinUsesLisp
2c0780b9fa
glasm: Properly declare attributes on geometry programs
5 years ago
ReinUsesLisp
96d2dd78b0
glasm: Implement ImageRead
5 years ago
ReinUsesLisp
e63efa1b56
glasm: Fix compute stage name
5 years ago
ReinUsesLisp
601f7bfd00
glasm: Implement stores to gl_ViewportIndex
5 years ago
ReinUsesLisp
1e64cbd23a
glasm: Implement ImageFetch
5 years ago
ReinUsesLisp
0c82ee3444
glasm: Support textures used in more than one stage
5 years ago
ReinUsesLisp
22fb9cc538
emit_glasm: Enable ARB_draw_buffers when needed
5 years ago
ReinUsesLisp
6758e3d946
glasm: Add graphics specific shader declarations to GLASM
5 years ago
ReinUsesLisp
7273fcab95
glasm: Implement shuffle and vote instructions on GLASM
5 years ago
ReinUsesLisp
6c0a696179
glasm: Implement basic GLASM instructions
5 years ago
ReinUsesLisp
03f17ebc43
glasm: Changes to GLASM register allocator and emit context
5 years ago
ReinUsesLisp
d9b9c10f32
glasm: Add GLASM backend infrastructure
5 years ago
Lioncash
b677dca6f9
nvidia_flags: Add missing header guard
Prevents potential inclusion compilation errors.
5 years ago
ReinUsesLisp
5f0b72553b
renderer_opengl: Avoid precompiled cache and force NV GL cache directory
Setting __GL_SHADER_DISK_CACHE_PATH we can force the cache directory to
be in yuzu's user directory to stop commonly distributed malware from
deleting our driver shader cache. And by setting
__GL_SHADER_DISK_CACHE_SKIP_CLEANUP we can have an unbounded shader
cache size.
This has only been implemented on Windows, mostly because previous tests
didn't seem to work on Linux.
Disable the precompiled cache on Nvidia's driver. There's no need to
hide information the driver already has in its own cache.
5 years ago