| Age | Commit message (Collapse) | Author |
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Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
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consistent
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They appear to have been unused since #13432.
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initialized
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shaders and provide a direct override of the tev stage logic
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VideoCommon: move lighting shader logic to callable functions
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Fix depth texture being incorrectly affected by swap table
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This saves three instructions on AMD GPUs. Dunno about Nvidia.
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VideoCommon: allow custom shaders to set the alpha value
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VideoCommon: More specific subgroup op bugs
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blending is enabled
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A nonzero index makes no sense, and Mesa doesn't like it when you supply an index
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We now use subgroup ops for more than just a minor performance optimization
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isn't set for custom shaders
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output is defined
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uniform to be able to support animation effects in custom shaders
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in graphics mods
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While the NV extension is totally fine, the KHR extension should be able to support more hardware.
For NVIDIA, the hardware either supports both or neither, it just needs a driver from the last two years.
For AMD, the drivers from late 2022-12 seems to bring support for the KHR extension.
For Intel, the KHR is also supported for some years.
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Kill Renderer (with phire)
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They were essentially just pass-though methods
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stereoscopic 3D
Otherwise, texelFetch() will use an out-of-bounds layer for game textures (that have 1 layer; EFB copies have 2 layers in stereoscopic 3D mode), which is undefined behavior (often resulting in a black image). The fast texture sampling path uses texture(), which always clamps (see https://www.khronos.org/opengl/wiki/Array_Texture#Access_in_shaders), so it was unaffected by this difference.
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VideoCommon: fix uint shader compiler error when using d3d
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It stores both the konst selection value for alpha and color channels (for two tev stages per ksel), and half of a swap table row (there are 4 total swap tables, which can be used for swizzling the rasterized color and the texture color, and indices selecting which tables to use are stored per tev stage in the alpha combiner). Since these are indexed very differently, the old code was hard to follow.
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error is in renderers that use uint for their color output (for logic ops). Remove D3D check for uint output since other backends could use uint output as well.
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Add a post-cache shader UID fixup pass
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Adds a pass to process driver deficiencies between UID caching and use, allowing a full view of the whole pipeline, since some bugs/workarounds involve interactions between blend modes and the pixel shader
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generation
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DriverDetails: Add broken discard with early-Z bug on Apple Silicon GPUs
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Previously we were using this workaround when using framebuffer fetch
to emulate dual source blending, but it seems like we also need to use
it when using framebuffer fetch to emulate logic ops, otherwise some
Adreno devices get a crash when compiling OpenGL ES ubershaders.
Using the workaround in specialized shaders doesn't seem to be
necessary, but I've made the same change there for consistency.
This gets us closer to fixing https://bugs.dolphin-emu.org/issues/12791
but doesn't actually fix it.
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On devices which have hardware support for dual source blending
but not logic ops, this lets us skip performing the framebuffer
fetch in situations where the game isn't actually using logic ops.
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This removes the white box in fortune street again, without causing Mario Kart Wii to regress.
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It doesn't make sense for alpha to add the bias ONLY when dividing by 2, while color doesn't apply the bias for divide by 2 only; hardware testing indicates that alpha should have the bias.
This fixes the menus in Mario Kart Wii (https://bugs.dolphin-emu.org/issues/11909) but reintroduces the white rectangle in Fortune Street.
This reverts commit 5aaa5141ed76acc3fffc70561a6b6e7fe3b9b470 (and several other matching changes elsewhere).
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