FengChen
9a95c7fa14
video_core: Generate mipmap texture by drawing
2022-09-20 11:55:43 +08:00
FengChen
b2a6dde438
video_code: support rectangle texture
2022-08-25 12:45:58 +08:00
Liam
084d7d6b01
common: Change semantics of UNREACHABLE to unconditionally crash
2022-06-13 20:09:00 -04:00
Liam
709d7fd92c
GCC 12 fixes
2022-04-28 16:50:34 -04:00
Morph
99ceb03a1c
general: Convert source file copyright comments over to SPDX
...
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.
2022-04-23 05:55:32 -04:00
ameerj
1bc7d61b57
video_core: Reduce unused includes
2022-03-19 15:01:31 -04:00
Narr the Reg
41bbb31af4
video_core: Remove unnecesary maybe_unused flag
2022-01-04 21:25:47 -06:00
Fernando Sahmkow
f58ee3f15f
ShaderDecompiler: Add a debug option to dump the game's shaders.
2022-01-04 02:39:00 +01:00
ameerj
427bf76e62
gpu: Migrate implementation to the cpp file
2021-10-03 00:35:57 -04:00
Morph
e67463df24
shader_environment: Add missing <algorithm> include
2021-09-11 17:19:16 -04:00
ReinUsesLisp
258f35515d
shader_environment: Receive cache version from outside
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This allows us invalidating OpenGL and Vulkan separately in the future.
2021-07-22 21:51:40 -04:00
ReinUsesLisp
7dafa96ab5
shader: Rework varyings and implement passthrough geometry shaders
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Put all varyings into a single std::bitset with helpers to access it.
Implement passthrough geometry shaders using host's.
2021-07-22 21:51:39 -04:00
ReinUsesLisp
395bed3a0a
shader: Unify shader stage types
2021-07-22 21:51:39 -04:00
ReinUsesLisp
5befc0bf87
shader_environment: Fix local memory size calculations
2021-07-22 21:51:35 -04:00
ameerj
15bdd27cac
shader_environment: Add shader_local_memory_crs_size to local memory size
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Fixes DOOM 2016 missing local memory
2021-07-22 21:51:35 -04:00
ReinUsesLisp
d621e96d0d
shader: Initial OpenGL implementation
2021-07-22 21:51:30 -04:00
ReinUsesLisp
025b20f96a
shader: Move pipeline cache logic to separate files
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Move code to separate files to be able to reuse it from OpenGL. This
greatly simplifies the pipeline cache logic on Vulkan.
Transform feedback state is not yet abstracted and it's still
intrusively stored inside vk_pipeline_cache. It will be moved when
needed on OpenGL.
2021-07-22 21:51:29 -04:00