Commit graph

15 commits

Author SHA1 Message Date
Samuliak
2a218d418f
use depth mask when writing to depth 2025-01-17 14:51:25 +01:00
Samuliak
68d328b094
mask out color attachments 2025-01-08 16:44:54 +01:00
Samuliak
e4068856bc
implement framebuffer fetch 2025-01-08 16:09:15 +01:00
Samuliak
950f04d444 support instancing for mesh shaders 2024-09-11 12:22:45 +02:00
Samuliak
953975f5ec don't jit compile vertex shaders 2024-09-03 13:59:52 +02:00
Samuliak
67a64c9fe9 rework the binding system 2024-08-22 13:58:50 +02:00
Samuliak
a50ce997df fix: writing to depth from a fragment shader 2024-08-07 21:14:31 +02:00
Samuliak
d7411e27f7 implement render pipeline cache 2024-08-03 09:33:32 +02:00
Exzap
29c823fa1f Latte: Fix uniform size limit being too low 2023-10-02 19:05:44 +02:00
Exzap
3e925b7707 Latte: Bound uniform buffers based on access patterns within the shader 2023-09-29 06:48:10 +02:00
Exzap
504e0488a8 Remove shaderMulAccuracy "min" option
It's less accurate and it doesn't actually perform better on most hardware.
2023-03-13 05:34:53 +01:00
Exzap
466ad8d35e Latte/Vulkan: Set RoundingModeRTE for all float types
Seems like GLSL's unpackHalf2x16() is affected by the 16bit rounding setting
2023-03-02 16:22:28 +01:00
Exzap
f8ea594447 Latte: Small refactor for shader decompiler
Latte: Small refactor for shader decompiler
2023-03-02 16:22:19 +01:00
Exzap
4a564e2447 Latte/Vulkan: Set shader rounding mode via VK_KHR_SHADER_FLOAT_CONTROLS 2023-03-02 16:22:05 +01:00
Exzap
d60742f52b Add all the files 2022-08-22 22:21:23 +02:00