yuzu Git Changelog:
* Merge pull request #6723 from lioncash/shader
* object_pool: Add missing return in Chunk move assignment operator
* Merge pull request #6725 from lioncash/control-token
* control_flow: Fix duplicate switch case in OpcodeToken
* Merge pull request #6697 from ameerj/fps-cap
* config, nvflinger: Add FPS cap setting
* Merge pull request #6575 from FernandoS27/new_settings
* Update src/yuzu/main.cpp
* Settings: Eliminate ASYNC & MULTICORE Toggles and add GPU Accuracy Toggle.
* Merge pull request #6709 from ameerj/screenshot-path
* main: Fix screenshot filepath construction
* Merge pull request #6585 from ameerj/hades
* shader: Support out of bound local memory reads and immediate writes
* vulkan/blit_image: Commit descriptor sets within worker thread
* vulkan_device: Blacklist Volta and older from VK_KHR_push_descriptor
* cmake: Remove unused code in GenerateSCMRev.cmake
* qt: Remove "experimental" from asynchronous shader building UI
* Revert "renderers: Disable async shader compilation"
* opengl: Fix asynchronous shaders
* shader_environment: Receive cache version from outside
* cmake: Remove shader cache version
* shader: Fix disabled attribute default values
* gl_device: Simplify GLASM setting logic
* glsl: Simplify FCMP emission
* glsl: Update TessellationControl gl_in
* renderer_opengl: Use ARB_separate_shader_objects
* shader: Implement ISETP.X
* shader: Avoid usage of C++20 ranges to build in clang
* glsl: Clamp shared mem size to GL_MAX_COMPUTE_SHARED_MEMORY_SIZE
* gl_shader_cache: Properly implement asynchronous shaders
* shader_recompiler, video_core: Resolve clang errors
* main: Update Shader Cache menu options
* renderers: Fix clang formatting
* shader: Manually convert from array
* renderers: Disable async shader compilation
* maxwell_to_vk: Add R16_SNORM
* configure_graphics: Mark SPIR-V as Experimental, Mesa only
* glsl: Fix tracking of info.uses_shadow_lod
* shader: Ignore global memory ops on devices lacking int64 support
* vulkan_device: Add missing include algorithm
* vulkan_device: Blacklist ampere devices from float16 math
* dual_vertex_pass: Clang format
* gl_shader_cache: Fixes for async shaders
* vulkan_device: Enable VK_EXT_extended_dynamic_state on RADV 21.2 onward
* emit_spirv: Workaround VK_KHR_shader_float_controls on fp16 Nvidia
* configure_graphics: Re-order vulkan device populating
* shader: GCC fmt 8.0.0 fixes
* shader: Account for 33-bit IADD3 scenario
* shader: Only apply shift on register mode for IADD3
* vk_rasterizer: Workaround bug in VK_EXT_vertex_input_dynamic_state
* shader: Fix disabled and unwritten attributes and varyings
* glsl: Fix shared and local memory declarations
* opengl: Implement LOP.CC
* vk_graphics_pipeline: Implement smooth lines
* vk_graphics_pipeline: Implement line width
* spirv: Fix code emission when descriptor aliasing is unsupported
* video_core: Enable GL SPIR-V shaders
* general: Add setting shader_backend
* glsl: Declare local memory in main
* glsl: Add passthrough geometry shader support
* shader: Use std::bit_cast instead of Common::BitCast for passthrough
* glasm: Add passthrough geometry shader support
* shader: Rework varyings and implement passthrough geometry shaders
* vk_graphics_pipeline: Implement conservative rendering
* shader: Only verify shader when graphics debugging is enabled
* shader: Unify shader stage types
* lower_int64_to_int32: Add missing include
* shader: Emulate 64-bit integers when not supported
* shader: Add int64 to int32 lowering pass
* shader: Teach global memory base tracker to follow vectors
* shader: Add constant propagation to integer vectors
* glsl: Better IAdd Overflow CC fix
* shader: Remove IAbs64
* glsl: Fix IADD CC
* shader_recompiler: Fix IADD3 input partitioning
* shader: Move loop safety tests to code emission
* gl_graphics_pipeline: Fix assembly shaders check for transform feedbacks
* glsl: Remove frag color initialization
* glasm: Implement SetAttribute ViewportMask
* gl_graphics_pipeline: Inline hash and operator== key functions
* gl_shader_cache: Check previous pipeline before checking hash map
* gl_graphics_pipeline: Port optimizations from Vulkan pipelines
* emit_glsl_special: Skip initialization of frag_color0
* shader: Calibrate loop safety threshold
* buffer_cache: Fix debugging leftover
* glsl: Add missing ; in EmitSetSampleMask
* buffer_cache: Fix size reductions not having in mind bind sizes
* glsl: Fix output varying initialization when transform feedback is used
* shaders: Allow shader notify when async shaders is disabled
* texture_pass: Fix is_read image qualification
* shader: Align constant buffer sizes to 16 bytes
* spirv: Properly handle devices without int8 and int16
* spirv: Handle small storage buffer loads on devices with no support
* vk_graphics_pipeline: Use VK_KHR_push_descriptor when available
* glsl: Fix cbuf component indexing bug falback
* shader: Simplify MergeDualVertexPrograms
* shader: Properly manage attributes not written from previous stages
* glsl: Only declare fragment outputs on fragment shaders
* shader: Split profile and runtime info headers
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