Samuliak
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2a218d418f
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use depth mask when writing to depth
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2025-01-17 14:51:25 +01:00 |
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Samuliak
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68d328b094
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mask out color attachments
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2025-01-08 16:44:54 +01:00 |
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Samuliak
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e4068856bc
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implement framebuffer fetch
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2025-01-08 16:09:15 +01:00 |
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Samuliak
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950f04d444
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support instancing for mesh shaders
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2024-09-11 12:22:45 +02:00 |
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Samuliak
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953975f5ec
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don't jit compile vertex shaders
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2024-09-03 13:59:52 +02:00 |
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Samuliak
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67a64c9fe9
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rework the binding system
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2024-08-22 13:58:50 +02:00 |
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Samuliak
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a50ce997df
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fix: writing to depth from a fragment shader
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2024-08-07 21:14:31 +02:00 |
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Samuliak
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d7411e27f7
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implement render pipeline cache
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2024-08-03 09:33:32 +02:00 |
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Exzap
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29c823fa1f
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Latte: Fix uniform size limit being too low
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2023-10-02 19:05:44 +02:00 |
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Exzap
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3e925b7707
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Latte: Bound uniform buffers based on access patterns within the shader
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2023-09-29 06:48:10 +02:00 |
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Exzap
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504e0488a8
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Remove shaderMulAccuracy "min" option
It's less accurate and it doesn't actually perform better on most hardware.
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2023-03-13 05:34:53 +01:00 |
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Exzap
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466ad8d35e
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Latte/Vulkan: Set RoundingModeRTE for all float types
Seems like GLSL's unpackHalf2x16() is affected by the 16bit rounding setting
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2023-03-02 16:22:28 +01:00 |
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Exzap
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f8ea594447
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Latte: Small refactor for shader decompiler
Latte: Small refactor for shader decompiler
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2023-03-02 16:22:19 +01:00 |
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Exzap
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4a564e2447
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Latte/Vulkan: Set shader rounding mode via VK_KHR_SHADER_FLOAT_CONTROLS
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2023-03-02 16:22:05 +01:00 |
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Exzap
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d60742f52b
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Add all the files
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2022-08-22 22:21:23 +02:00 |
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