* Move some properties out of ShaderConfig
* Stop using ShaderConfig on backends
* Replace ShaderConfig usages on Translator and passes
* Move remaining properties out of ShaderConfig and delete ShaderConfig
* Remove ResourceManager property from TranslatorContext
* Move Rewriter passes to separate transform pass files
* Fix TransformPasses.RunPass on cases where a node is removed
* Move remaining ClipDistancePrimitivesWritten and UsedFeatures updates to decode stage
* Reduce excessive parameter passing a bit by using structs more
* Remove binding parameter from ShaderProperties methods since it is redundant
* Replace decoder instruction checks with switch statement
* Put GLSL on the same plan as SPIR-V for input/output declaration
* Stop mutating TranslatorContext state when Translate is called
* Pass most of the graphics state using a struct instead of individual query methods
* Auto-format
* Auto-format
* Add backend logging interface
* Auto-format
* Remove unnecessary use of interpolated strings
* Remove more modifications of AttributeUsage after decode
* PR feedback
* gl_Layer is not supported on compute
* Fix incorrect fragment origin when YNegate is enabled
* Shader cache version bump
* Do not update support buffer if shader does not read gl_FragCoord
* Pass unscaled viewport size to the support buffer
* Stop identifying shader textures with handle and cbuf, use binding instead
* Remove now unused code
* Consider image operations as having accurate type information too
I don't know why that was not the case before
* Fix missing unscale on InsertCoordNormalization, stop calling SetUsageFlagsForTextureQuery when not needed
* Shader cache version bump
* Change get texture methods to return descriptors created from ResourceManager state
This is required to ensure that reserved textures and images will not be bound as a guest texture/image
* Fix BindlessElimination.SetHandle inserting coords at the wrong place
* dotnet format style --severity info
Some changes were manually reverted.
* Restore a few unused methods and variables
* Silence dotnet format IDE0060 warnings
* Silence dotnet format IDE0052 warnings
* Silence dotnet format IDE0059 warnings
* Address or silence dotnet format CA1069 warnings
* Address or silence dotnet format CA2211 warnings
* Address review comments
* Fix formatting for switch expressions
* Address most dotnet format whitespace warnings
* Apply dotnet format whitespace formatting
A few of them have been manually reverted and the corresponding warning was silenced
* Format if-blocks correctly
* Run dotnet format whitespace after rebase
* Run dotnet format style after rebase
* Run dotnet format whitespace after rebase
* Run dotnet format style after rebase
* Run dotnet format after rebase and remove unused usings
- analyzers
- style
- whitespace
* Disable 'prefer switch expression' rule
* Add comments to disabled warnings
* Fix naming rule violation, Convert shader properties to auto-property and convert values to const
* Simplify properties and array initialization, Use const when possible, Remove trailing commas
* Run dotnet format after rebase
* Address IDE0251 warnings
* Address a few disabled IDE0060 warnings
* Silence IDE0060 in .editorconfig
* Run dotnet format after rebase
* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"
This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.
* dotnet format whitespace after rebase
* First dotnet format pass
* Fix naming rule violations
* Add trailing commas
* Remove unused members and most unnecessary value assignments
* Remove more unnecessary assignments
* Remove NRE suppressor
* Implement Load/Store Local/Shared and Atomic shared using new instructions
* Remove now unused code
* Fix base offset register overwrite
* Fix missing storage buffer set index when generating GLSL for Vulkan
* Shader cache version bump
* Remove more unused code
* Some PR feedback
* Implement storage buffer operations using new Load/Store instruction
* Extend GenerateMultiTargetStorageOp to also match access with constant offset, and log and comments
* Remove now unused code
* Catch more complex cases of global memory usage
* Shader cache version bump
* Extend global access elimination to work with more shared memory cases
* Change alignment requirement from 16 bytes to 8 bytes, handle cases where we need more than 16 storage buffers
* Tweak preferencing to catch more cases
* Enable CB0 elimination even when host storage buffer alignment is > 16 (for Intel)
* Fix storage buffer bindings
* Simplify some code
* Shader cache version bump
* Fix typo
* Extend global memory elimination to handle shared memory with multiple possible offsets and local memory