Files
libretroadmin 05a5f1ca4a rslc: what a Wii U emulator's shaders take; a division by zero folds as IEEE
RSLC_EXTENDED takes the rest of the samplers - sampler1D, sampler3D,
samplerCube and samplerCubeArray of each base, and the 1D, 2D, 2D array,
cube and cube array shadow samplers - with every texture function GLSL
has on them, the shadow ones through the Dref sample and gather
instructions. It takes a stage redeclaring its gl_PerVertex block or
gl_FragCoord, a geometry stage's inputs declared as plain unsized
arrays, gl_PointCoord, gl_PrimitiveIDIn, and GL_EXT_spirv_intrinsics'
spirv_execution_mode with its capabilities and extensions; a float
controls mode declared without them gets the ones it needs. These go to
SPIR-V only; the other destinations refuse a stage that uses them.

A constant division by zero folded to zero; it folds to the infinity or
NaN IEEE gives, as glslang folds it. Cemu's decompiled shaders and the
community graphic packs written for them compile to SPIR-V that draws as
glslang's does, pixel for pixel on lavapipe.
2026-11-07 15:39:41 +01:00
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2026-03-29 22:38:37 +02:00