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19888 commits

Author SHA1 Message Date
ameerj
a7536825df shader_recompiler: Fix IADD3 input partitioning 2021-07-22 21:51:39 -04:00
ReinUsesLisp
808ef97a08 shader: Move loop safety tests to code emission 2021-07-22 21:51:39 -04:00
ReinUsesLisp
3877918e96 gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks 2021-07-22 21:51:39 -04:00
ameerj
cbce9ddd4a glsl: Remove frag color initialization 2021-07-22 21:51:39 -04:00
ameerj
3a2dd1b483 glasm: Implement SetAttribute ViewportMask 2021-07-22 21:51:39 -04:00
ReinUsesLisp
9bd0531384 gl_graphics_pipeline: Inline hash and operator== key functions 2021-07-22 21:51:39 -04:00
ReinUsesLisp
f5db8c7440 gl_shader_cache: Check previous pipeline before checking hash map
Port optimization from Vulkan.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
218dedca1f gl_graphics_pipeline: Port optimizations from Vulkan pipelines 2021-07-22 21:51:39 -04:00
ameerj
1c648f176c emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
2021-07-22 21:51:38 -04:00
ReinUsesLisp
1d182fc0f5 shader: Calibrate loop safety threshold 2021-07-22 21:51:38 -04:00
ReinUsesLisp
df9b7e18f5 buffer_cache: Fix debugging leftover 2021-07-22 21:51:38 -04:00
Morph
cfbc85839d glsl: Add missing ; in EmitSetSampleMask
Fixes shader compilation in Okami HD
2021-07-22 21:51:38 -04:00
ReinUsesLisp
838d7e4ca5 buffer_cache: Fix size reductions not having in mind bind sizes
A buffer binding can change between shaders without changing the
shaders. This lead to outdated bindings on OpenGL.
2021-07-22 21:51:38 -04:00
ameerj
9e066dcb15 glsl: Fix output varying initialization when transform feedback is used 2021-07-22 21:51:38 -04:00
ameerj
fcff19e0fa shaders: Allow shader notify when async shaders is disabled 2021-07-22 21:51:38 -04:00
ameerj
a0365217f5 texture_pass: Fix is_read image qualification
Atomic operations are considered to have both read and write access. This was not  being accounted for.
2021-07-22 21:51:38 -04:00
ReinUsesLisp
0cd08b3e72 shader: Align constant buffer sizes to 16 bytes
WAR for AMD reading zeroes on uniform buffers of size 2.
2021-07-22 21:51:38 -04:00
ReinUsesLisp
59fead3a47 spirv: Properly handle devices without int8 and int16 2021-07-22 21:51:38 -04:00
ReinUsesLisp
b5e78607ad spirv: Handle small storage buffer loads on devices with no support 2021-07-22 21:51:38 -04:00
ReinUsesLisp
ca67077ca8 vk_graphics_pipeline: Use VK_KHR_push_descriptor when available
~51% faster on Nvidia compared to previous method.
2021-07-22 21:51:38 -04:00
ameerj
ccbd24fe00 glsl: Fix cbuf component indexing bug falback 2021-07-22 21:51:38 -04:00
ReinUsesLisp
1091995f8e shader: Simplify MergeDualVertexPrograms 2021-07-22 21:51:38 -04:00
ReinUsesLisp
374eeda1a3 shader: Properly manage attributes not written from previous stages 2021-07-22 21:51:38 -04:00
ReinUsesLisp
892b8aa2ad glsl: Only declare fragment outputs on fragment shaders 2021-07-22 21:51:38 -04:00
ReinUsesLisp
0ffea97e2e shader: Split profile and runtime info headers 2021-07-22 21:51:38 -04:00
ReinUsesLisp
cbbca26d18 shader: Add support for native 16-bit floats 2021-07-22 21:51:38 -04:00
ReinUsesLisp
376aa94819 shader: Rename maxwell/program.h to translate_program.h 2021-07-22 21:51:38 -04:00
ReinUsesLisp
69f9b97e7e vulkan_device: Blacklist VK_EXT_vertex_input_dynamic_state on Intel 2021-07-22 21:51:38 -04:00
ameerj
12ef06ba8b glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
2021-07-22 21:51:38 -04:00
ameerj
d36f667bc0 glsl: Address rest of feedback 2021-07-22 21:51:38 -04:00
ameerj
c5dfa0b630 glsl: Move gl_Position/generic attribute initialization to EmitProlgue 2021-07-22 21:51:38 -04:00
ameerj
3b339fbbf6 glsl: Conditionally use fine/coarse derivatives based on device support 2021-07-22 21:51:38 -04:00
ameerj
6eea88d614 glsl: Cleanup/Address feedback 2021-07-22 21:51:38 -04:00
ameerj
74f683787e gl_shader_cache: Implement async shaders 2021-07-22 21:51:38 -04:00
ameerj
ae4e452759 glsl: Add Shader_GLSL logging 2021-07-22 21:51:38 -04:00
ameerj
6c6a451d6a glsl: Add LoopSafety instructions 2021-07-22 21:51:38 -04:00
ameerj
a0d0704aff glsl: Conditionally add EXT_texture_shadow_lod 2021-07-22 21:51:38 -04:00
ameerj
5e7b2b9661 glsl: Add stubs for sparse queries and variable aoffi when not supported 2021-07-22 21:51:38 -04:00
ameerj
6aa1bf7b6f glsl: Implement legacy varyings 2021-07-22 21:51:38 -04:00
ameerj
ff3de0fb6b gl_shader_cache: Remove const from pipeline source arguments 2021-07-22 21:51:38 -04:00
ameerj
413eb6983f gl_shader_cache: Move OGL shader compilation to the respective Pipeline constructor 2021-07-22 21:51:38 -04:00
ameerj
39c29664f9 glsl: Minor cleanup 2021-07-22 21:51:38 -04:00
ameerj
427a2596a1 glsl: Fix Cbuf getters for F32 type 2021-07-22 21:51:38 -04:00
ameerj
7c82f20b52 glsl: Add immediate index oob checking for Cbuf getters 2021-07-22 21:51:38 -04:00
ameerj
84c86e03cd glsl: Refactor GetCbuf functions to reduce code duplication 2021-07-22 21:51:38 -04:00
ameerj
e81c73a874 glsl: Address more feedback. Implement indexed texture reads 2021-07-22 21:51:38 -04:00
ameerj
7d89a82a48 glsl: Remove Signed Integer variables 2021-07-22 21:51:38 -04:00
ameerj
4759db28d0 glsl: Address Rodrigo's feedback 2021-07-22 21:51:38 -04:00
ameerj
85399e119d glsl: Reorganize backend code, remove unneeded [[maybe_unused]] 2021-07-22 21:51:37 -04:00
ameerj
e7c8f8911f glsl: Implement SampleId and SetSampleMask
plus some minor refactoring of implementations
2021-07-22 21:51:37 -04:00