| Commit message (Collapse) | Author | Files | Lines |
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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).
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Signed-off-by: arades79 <scravers@protonmail.com>
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Signed-off-by: arades79 <scravers@protonmail.com>
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These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
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Also fixes for texture buffers, which do not have mips eithers.
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The frontend IR opcodes do not distinguish between signed and unsigned integer types.
Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
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Disabling C4100 is similar to -Wno-unused-parameter
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Fix some typos reported by Lintian
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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.
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Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
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some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
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Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
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Thanks for everything!
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Adheres to GL_ARB_separate_shader_objects requirements
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Silences the following warnings-turned-errors:
-Wsign-conversion
-Wunused-private-field
-Wbraced-scalar-init
-Wunused-variable
And some other errors
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account for the fact that program.*memory_size is in units of bytes.
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Used by MH:Rise
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
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This ensures the original operand values are not overwritten when being used in the overflow detection.
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Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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Fixes shader compilation in Okami HD
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Fixes Ori and the blind forest title screen
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plus some minor refactoring of implementations
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and wip nv thread shuffle impl
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Fix for SULD.D
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along with some more cleanup/oversight fixes
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and more cleanup
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needed for HW:AoC.
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along with some other misc changes and fixes
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and add some more separation in the shader for better debugability when dumped
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and implement misc getters
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SSBU now working
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and missed a diff in emit_glsl relating to var alloc ref counting
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fixes font rendering issues as these were used to index into the ssbos
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to fix Loop control flow.
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plus some other misc additions/changed
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and many other misc implementations
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Logic for ordered/unordered ops was wrong.
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based on glasm with some tweaks
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