ameerj
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0df188787a
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shader_recompiler: Reduce unused includes
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2022-03-20 02:25:08 -04:00 |
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ameerj
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c5c13369fa
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glsl: Add boolean reference workaround
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2021-12-29 19:03:50 -05:00 |
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ameerj
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efd428c747
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shader_recompiler: Adjust emit_context includes
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2021-12-05 18:11:19 -05:00 |
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Fernando Sahmkow
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6f94c9a9fe
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ShaderCache: Fix Phi Nodes Type on OGL.
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2021-11-01 22:26:17 +01:00 |
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ameerj
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0810714e46
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glsl: Add passthrough geometry shader support
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2021-07-22 21:51:39 -04:00 |
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ReinUsesLisp
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b1df436cef
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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.
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2021-07-22 21:51:39 -04:00 |
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ameerj
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abade15f5e
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glsl: Remove frag color initialization
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2021-07-22 21:51:39 -04:00 |
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ameerj
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b79424c3bf
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emit_glsl_special: Skip initialization of frag_color0
Fixes rendering in Devil May Cry without regressing Ori and the Blind Forest.
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2021-07-22 21:51:38 -04:00 |
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ameerj
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7d20cd7656
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glsl: Fix output varying initialization when transform feedback is used
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2021-07-22 21:51:38 -04:00 |
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ReinUsesLisp
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c4a71824d5
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shader: Properly manage attributes not written from previous stages
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2021-07-22 21:51:38 -04:00 |
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ameerj
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7a9b23ea70
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glsl: Obey need_declared_frag_colors to declare and initialize all frag_color
Fixes Ori and the blind forest title screen
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2021-07-22 21:51:38 -04:00 |
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ameerj
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1d2c13fd7b
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glsl: Address rest of feedback
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2021-07-22 21:51:38 -04:00 |
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ameerj
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52bd1d7788
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glsl: Move gl_Position/generic attribute initialization to EmitProlgue
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2021-07-22 21:51:38 -04:00 |
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ameerj
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8ab7780015
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glsl: Reorganize backend code, remove unneeded [[maybe_unused]]
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2021-07-22 21:51:37 -04:00 |
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ameerj
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fda83fe3c5
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glsl: Initial backend
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2021-07-22 21:51:35 -04:00 |
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