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17 Commits

Author SHA1 Message Date
Morph 9533365486 style: General style changes to match with the rest of the codebase 2022-08-31 08:51:47 -04:00
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
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
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
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
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