Commit message (Collapse) | Author | Age | Files | Lines | |
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* | shader: Primitive Vulkan integration | ReinUsesLisp | 2021-07-23 | 1 | -158/+0 |
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* | common/common_funcs: Rename INSERT_UNION_PADDING_{BYTES,WORDS} to _NOINIT | ReinUsesLisp | 2021-01-15 | 1 | -19/+19 |
| | | | | INSERT_PADDING_BYTES_NOINIT is more descriptive of the underlying behavior. | ||||
* | video_core: Enforce -Wclass-memaccess | ReinUsesLisp | 2020-10-09 | 1 | -7/+6 |
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* | shader_decompiler: Remove FragCoord.w hack and change IPA implementation | ReinUsesLisp | 2020-04-02 | 1 | -25/+30 |
| | | | | | | | | | | | | | | | | Credits go to gdkchan and Ryujinx. The pull request used for this can be found here: https://github.com/Ryujinx/Ryujinx/pull/1082 yuzu was already using the header for interpolation, but it was missing the FragCoord.w multiplication described in the linked pull request. This commit finally removes the FragCoord.w == 1.0f hack from the shader decompiler. While we are at it, this commit renames some enumerations to match Nvidia's documentation (linked below) and fixes component declaration order in the shader program header (z and w were swapped). https://github.com/NVIDIA/open-gpu-doc/blob/master/Shader-Program-Header/Shader-Program-Header.html | ||||
* | common_func: Use std::array for INSERT_PADDING_* macros. | bunnei | 2019-11-04 | 1 | -24/+26 |
| | | | | - Zero initialization here is useful for determinism. | ||||
* | shader_decompiler: Improve Accuracy of Attribute Interpolation. | Fernando Sahmkow | 2019-02-14 | 1 | -3/+38 |
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* | shader_header: Make local memory size getter constant | ReinUsesLisp | 2019-01-15 | 1 | -1/+1 |
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* | gl_shader_decompiler: Implement clip distances | ReinUsesLisp | 2018-11-23 | 1 | -1/+10 |
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* | Implemented LD_L and ST_L | FernandoS27 | 2018-10-24 | 1 | -0/+5 |
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* | Replace old FragmentHeader for the new Header | FernandoS27 | 2018-09-11 | 1 | -9/+15 |
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* | Implemented (Partialy) Shader Header | FernandoS27 | 2018-09-11 | 1 | -0/+97 |