* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins
* Shader cache version bump
* Fix back color value on fragment shader
* Disable IPA multiplication for fixed function attributes and back color selection
* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
* Salieri: Add blacklist system and blacklist shaders using bindless
Currently the shader cache doesn't have the right format to support
bindless textures correctly and may cache shaders that it cannot rebuild
after host invalidation.
This PR address the issue by blacklisting shaders using bindless
textures.
THis also support detection of already cached broken shader and handle removal
of those.
* Move to a feature flags design to avoid intrusive changes in the translator
This remove the auto correct behaviour
* Reduce diff on TranslationFlags
* Reduce comma on last entry of TranslationFlags
* Fix inverted logic and remove leftovers
* remove debug edits oops
* Initial implementation of Render Target Scaling
Works with most games I have. No GUI option right now, it is hardcoded.
Missing handling for texelFetch operation.
* Realtime Configuration, refactoring.
* texelFetch scaling on fragment shader (WIP)
* Improve Shader-Side changes.
* Fix potential crash when no color/depth bound
* Workaround random uses of textures in compute.
This was blacklisting textures in a few games despite causing no bugs. Will eventually add full support so this doesn't break anything.
* Fix scales oscillating when changing between non-native scales.
* Scaled textures on compute, cleanup, lazier uniform update.
* Cleanup.
* Fix stupidity
* Address Thog Feedback.
* Cover most of GDK's feedback (two comments remain)
* Fix bad rename
* Move IsDepthStencil to FormatExtensions, add docs.
* Fix default config, square texture detection.
* Three final fixes:
- Nearest copy when texture is integer format.
- Texture2D -> Texture3D copy correctly blacklists the texture before trying an unscaled copy (caused driver error)
- Discount small textures.
* Remove scale threshold.
Not needed right now - we'll see if we run into problems.
* All CPU modification blacklists scale.
* Fix comment.