Commit graph

5 commits

Author SHA1 Message Date
gdkchan
ed754af8d5
Make sure attributes used on subsequent shader stages are initialized (#2538) 2021-08-11 22:27:00 +02:00
gdkchan
12533e5c9d
Fix buffer and texture uses not being propagated for vertex A/B shaders (#2300)
* Fix buffer and texture uses not being propagated for vertex A/B shaders

* Shader cache version bump
2021-05-20 21:43:23 +02:00
Mary
aef25980a7
Salieri: Detect and avoid caching shaders using bindless textures (#2097)
* 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
2021-03-19 20:07:37 +01:00
gdkchan
4047477866
Simplify handling of shader vertex A (#1999)
* Simplify handling of shader vertex A

* Theres no transformation feedback, its transform

* Merge TextureHandlesForCache
2021-02-08 10:42:17 +11:00
Mary
48f6570557
Salieri: shader cache (#1701)
Here come Salieri, my implementation of a disk shader cache!

"I'm sure you know why I named it that."
"It doesn't really mean anything."

This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
2020-11-13 00:15:34 +01:00