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path: root/src/shader_recompiler/environment.h (follow)
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* shader_recompiler: use float image operations on load/store when requiredLiam2023-12-211-0/+2
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* Fix shader dumps with nvdisasmKelebek12023-08-031-1/+1
| | | | | skip fragment shaders when rasterizer is disabled initialize env_ptrs
* ShaderCompiler: Inline driver specific constants.Fernando Sahmkow2023-01-031-0/+5
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* MacroHLE: Final cleanup and fixes.Fernando Sahmkow2023-01-011-2/+2
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* MacroHLE: Add HLE replacement for base vertex and base instance.Fernando Sahmkow2023-01-011-0/+5
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* video_core: Fix SNORM texture buffer emulating error (#9001)Feng Chen2022-11-041-0/+2
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* video_core: Generate mipmap texture by drawingFengChen2022-09-201-0/+2
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | 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.
* ShaderDecompiler: Add a debug option to dump the game's shaders.Fernando Sahmkow2022-01-041-0/+2
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* general: Add missing copyright noticesameerj2021-12-051-0/+4
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* shader: Rework varyings and implement passthrough geometry shadersReinUsesLisp2021-07-231-0/+5
| | | | | | Put all varyings into a single std::bitset with helpers to access it. Implement passthrough geometry shaders using host's.
* shader: Implement D3D samplersReinUsesLisp2021-07-231-1/+1
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* shader: Implement BRXFernandoS272021-07-231-0/+2
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* shader: Implement LDS, STS, LDL, and STS and use SPIR-V 1.4 when availableReinUsesLisp2021-07-231-0/+4
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* shader: Implement TXQ and fix FragDepthReinUsesLisp2021-07-231-0/+3
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* vk_pipeline_cache: Add pipeline cacheReinUsesLisp2021-07-231-3/+8
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* shader: Add partial rasterizer integrationReinUsesLisp2021-07-231-0/+14
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* shader: Initial support for textures and TEXReinUsesLisp2021-07-231-0/+2
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* shader: Primitive Vulkan integrationReinUsesLisp2021-07-231-1/+5
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* shader: Initial recompiler workReinUsesLisp2021-07-231-0/+14