Fernando Sahmkow
3d02143476
Shader Decompiler: implement better tracking for Vulkan samplers.
2022-10-06 21:00:53 +02:00
Fernando Sahmkow
ba34cf0a69
Shader Decompiler: Check for shift when deriving composite samplers.
2022-10-06 21:00:52 +02:00
Fernando Sahmkow
a283eda320
Shader Decompiler: Fix dangerous behavior of invalid iterator insertion.
2022-10-06 21:00:52 +02:00
Liam
ae7062d522
shader_recompiler: add extended LDC to GLASM backend
2022-10-02 17:32:54 -04:00
Andrea Pappacoda
4a493cb10f
chore: fix some typos
...
Fix some typos reported by Lintian
2022-09-23 13:38:23 +02:00
FengChen
d4cb0eac87
video_core: Fix legacy to generic location unpaired
2022-09-20 12:03:31 +08:00
Feng Chen
c864cb5772
Merge branch 'master' into mipmap
2022-09-20 11:56:43 +08:00
FengChen
9a95c7fa14
video_core: Generate mipmap texture by drawing
2022-09-20 11:55:43 +08:00
Morph
9533365486
style: General style changes to match with the rest of the codebase
2022-08-31 08:51:47 -04:00
FengChen
b2a6dde438
video_code: support rectangle texture
2022-08-25 12:45:58 +08:00
Kelebek1
f580946b0d
Add missed shader defines. Fixes Xenoblade Chronicles 3 booting with Vulkan.
2022-07-29 06:12:39 +01:00
Andrea Pappacoda
cdb240f3d4
chore: make yuzu REUSE compliant
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[REUSE] is a specification that aims at making file copyright
information consistent, so that it can be both human and machine
readable. It basically requires that all files have a header containing
copyright and licensing information. When this isn't possible, like
when dealing with binary assets, generated files or embedded third-party
dependencies, it is permitted to insert copyright information in the
`.reuse/dep5` file.
Oh, and it also requires that all the licenses used in the project are
present in the `LICENSES` folder, that's why the diff is so huge.
This can be done automatically with `reuse download --all`.
The `reuse` tool also contains a handy subcommand that analyzes the
project and tells whether or not the project is (still) compliant,
`reuse lint`.
Following REUSE has a few advantages over the current approach:
- Copyright information is easy to access for users / downstream
- Files like `dist/license.md` do not need to exist anymore, as
`.reuse/dep5` is used instead
- `reuse lint` makes it easy to ensure that copyright information of
files like binary assets / images is always accurate and up to date
To add copyright information of files that didn't have it I looked up
who committed what and when, for each file. As yuzu contributors do not
have to sign a CLA or similar I couldn't assume that copyright ownership
was of the "yuzu Emulator Project", so I used the name and/or email of
the commit author instead.
[REUSE]: https://reuse.software
Follow-up to 01cf05bc75
2022-07-27 12:53:49 +02:00
Mai
103997ee56
Merge pull request #8383 from Morph1984/shadow-of-the-past
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yuzu: Make variable shadowing a compile-time error
2022-06-14 21:08:58 -04:00
Liam
d11547024c
general: fix compilation on GCC 12
2022-06-13 20:09:30 -04:00
lat9nq
963ed37fd6
structured_control_flow: Remove constexpr Flow::Block
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This seems to be unsupported in newer libstdc++ versions due to
Flow::Block's base class being a non-literal type. It's not clear to me
why this was permitted in earlier versions.
2022-06-13 19:18:20 -04:00
Morph
efc89c032b
CMakeLists: Make variable shadowing a compile-time error
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Now that the entire project is free of variable shadowing, we can enforce this as a compile time error to prevent any further introduction of this logic bug.
2022-06-13 18:19:23 -04:00
Lioncash
f981e90af3
general: Avoid ambiguous format_to compilation errors
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Ensures that we're using the fmt version of format_to.
These are also the only three outliers. All of the other formatters we
have are properly qualified.
2022-05-14 16:48:34 -04:00
Liam
709d7fd92c
GCC 12 fixes
2022-04-28 16:50:34 -04:00
Morph
99ceb03a1c
general: Convert source file copyright comments over to SPDX
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2022-04-23 05:55:32 -04:00
Fernando S
4d5900aaa1
Merge pull request #8133 from liamwhite/gl-spv-cbuf
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shader_recompiler: support const buffer indirect addressing on OpenGL
2022-04-07 12:40:59 +02:00
Liam
1ab771c3ad
shader_recompiler: Decrease indirect cbuf limit to match hardware
2022-04-04 16:44:01 -04:00
Andrea Pappacoda
0c214cb5b9
fix: typos
2022-04-02 16:34:07 +02:00
Liam
7d5a38ea6c
shader_compiler: support const buffer indirect addressing in GLSL
2022-04-01 17:08:40 -04:00
Liam
a45baa0e78
shader_recompiler: support const buffer indirect addressing on OpenGL SPIR-V
2022-04-01 11:17:54 -04:00
Mai M
7382e7a5c8
Merge pull request #8095 from bylaws/master
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shader_recompiler: Include <bit> header when std::count{r,l}_zero is used
2022-03-27 12:36:19 -04:00
ameerj
67159e3be7
dead_code_elimination_pass: Remove unreachable Phi arguments
2022-03-23 17:57:22 -04:00
Billy Laws
dd862dff66
Include <bit> header when std::count{r,l}_zero is used
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Needed for compilation with older libc++ releases
2022-03-22 21:11:24 +00:00
ameerj
f10d40a0a2
shader_recompiler/dead_code_elimination: Add DeadBranchElimination pass
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This adds a pass to eliminate if(false) branches within the shader code
2022-03-22 02:39:31 -04:00
Ameer J
75046a3351
Merge pull request #8038 from liamwhite/exit-register-detection
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shader_recompiler/EXIT: increment output register on failed enable test
2022-03-21 21:24:07 -04:00
ameerj
866b7c20a8
general: Fix clang/gcc build errors
2022-03-20 02:25:09 -04:00
ameerj
574a2c4b77
shader_recompiler: Reduce unused includes
2022-03-20 02:25:08 -04:00
Liam
536d7ed7b1
Address review comments
2022-03-18 15:55:46 -04:00
Liam
d400b618a7
shader_recompiler/EXIT: skip render targets with no outputs
2022-03-18 09:26:25 -04:00
Liam
6fa17f3372
shader_recompiler/EXIT: increment output register on failed enable test
2022-03-17 22:09:31 -04:00
Liam
3009d0bd7d
Address review comments
2022-03-17 14:48:18 -04:00
Liam
e228a40db8
shader_recompiler: Use functions for indirect const buffer accesses
2022-03-17 13:30:21 -04:00
Liam
3ac522ba41
Address review comments
2022-03-17 09:30:41 -04:00
Liam
1415542f73
shader_recompiler: Implement LDC.IS address mode
2022-03-16 11:05:04 -04:00
Liam
52895fab67
shader: add support for const buffer indirect addressing
2022-03-14 19:43:32 -04:00
Fernando S
cd07a43724
Merge pull request #8008 from ameerj/rescale-offsets-array
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rescaling_pass: Fix rescaling Color2DArray ImageFetch offsets
2022-03-15 00:08:22 +01:00
Fernando Sahmkow
185fc03c3c
Shader decompiler: do constant propgation before texture pass.
2022-03-13 21:49:40 +01:00
Fernando Sahmkow
ec9f0f064e
Shader decompiler: Fix storage tracking in deko3d.
2022-03-13 17:41:16 +01:00
ameerj
f87f8d4610
rescaling_pass: Fix rescaling Color2DArray ImageFetch offsets
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ImageFetch offsets for 2D array coordinates have a different composite size than the coordinates. The rescaling pass was not taking this into account.
Fixes broken shaders when scaling is enabled in Astral Chain, and likely other titles.
2022-03-12 03:31:56 -05:00
ameerj
e8c50e709e
emit_spirv, vk_compute_pass: Resolve VS2022 compiler errors
2022-03-12 02:54:33 -05:00
Markus Wick
c78c8190d5
shader_recompiler/LOP3: Use brute force python results within switch/case.
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Thanks to @asLody for optimizing this function. This raised the focus that this function should be optimized more.
The current table assumes that the host GPU is able to invert for free, so only AND,OR,XOR are accumulated in the performance metrik.
Performance results:
Instructions
0: 8
1: 30
2: 114
3: 80
4: 24
Latency
0: 8
1: 30
2: 194
3: 24
2022-03-08 09:44:28 +01:00
ameerj
e394e1ecc4
emit_glsl_atomic: Implement 32x2 fallback atomic ops
2022-01-29 19:56:03 -05:00
ameerj
90a0506d56
lower_int64_to_int32: Add 64-bit atomic fallbacks
2022-01-29 19:56:02 -05:00
ameerj
ad58d7eae7
shaders: Add U64->U32x2 Atomic fallback functions
2022-01-29 19:55:53 -05:00
ameerj
4790ba7839
spirv_atomic: Define U32x2 storage buffers for 64-bit storage atomics
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Some drivers do not support 64-bit atomics, and fallback to atomically modifying U32x2 vectors. This change ensures that U32x2 storage vectors are defined in the spir-v shader when 64-bit atomics are used.
Fixes a hang on some devices, notably Intel GPUs, when booting Pokemon Legends Arceus
2022-01-28 19:00:04 -05:00
Morph
8dea7fa129
Merge pull request #7786 from ameerj/vmnmx-sel
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video_minimum_maximum: Implement src operand selectors
2022-01-28 18:24:56 -05:00
ameerj
beaf7654bb
emit_spirv: Add Xfb execution mode when transform feedback is used
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Fixes Transform Feedback on Vulkan AMD drivers.
2022-01-28 16:32:48 -05:00
ameerj
74e6e3623f
video_minimum_maximum: Implement src operand selectors
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Used by Pokemon Legends: Arceus
2022-01-27 14:55:08 -05:00
Lioncash
b46ec4efea
shader_recompiler: Remove unnecessary [[nodiscard]]
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Since ConvertLegacyToGeneric has a void return value, there's nothing
that is actually returned by the function.
2022-01-25 12:16:09 -05:00
v1993
a943600019
shader_recompiler: fix potential OOB access
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Found by static analysis with PVS-Studio. Original check wasn't actually checking for OOB and would segfault in case of it.
2022-01-17 21:50:51 +03:00
liushuyu
09f4f3f23b
logging/log.h: move enum class formatter to a separate file ...
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... to common/logging/formatter.h
2022-01-09 17:35:33 -07:00
liushuyu
42f653ab6f
logging: adapt to changes in fmt 8.1
2022-01-08 01:49:26 -07:00
Narr the Reg
524674aafc
glsl: Remove unreachable return
2022-01-04 20:23:39 -06:00
Fernando Sahmkow
f58ee3f15f
ShaderDecompiler: Add a debug option to dump the game's shaders.
2022-01-04 02:39:00 +01:00
Fernando S
ae7da0b12d
Merge pull request #7629 from ameerj/nv-driver-fixes
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shaders: Add fixes for NVIDIA drivers 495+
2022-01-03 00:39:59 +01:00
ameerj
8c907c620d
glsl: Add boolean reference workaround
2021-12-29 19:03:50 -05:00
ameerj
b84d429c2e
glsl_context_get_set: Add alternative cbuf type for broken drivers
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some drivers have a bug bitwise converting floating point cbuf values to uint variables. This adds a workaround for these drivers to make all cbufs uint and convert to floating point as needed.
2021-12-29 19:03:50 -05:00
ameerj
9f34be5a61
emit_glsl_integer: Use negation work around
2021-12-29 19:03:50 -05:00
ameerj
14ac0c2923
shader: Add integer attribute get optimization pass
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Works around an nvidia driver bug, where casting the integer attributes to float and back to an integer always returned 0.
2021-12-29 19:03:49 -05:00
bunnei
279c7bcc1a
Merge pull request #7618 from goldenx86/patch-4
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Increase boost requirement to 1.78.0
2021-12-28 16:25:37 -08:00
Matías Locatti
c7235e67ef
Empty spaces
2021-12-28 18:50:51 -03:00
Matías Locatti
840d5520d2
Changes to avoid warnings in SSE4.2 optimized SPIR-V
2021-12-28 17:35:55 -03:00
ameerj
37addf7a94
emit_glasm_context_get_set: Fix GetAttribute return value type.
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GetAttribute expects an F32 result type at the IR level, this fixes the return value of attributes which were not returning an F32
2021-12-24 20:45:07 -05:00
ameerj
640fc1418b
emit_glsl_floating_point: Fix FPNeg on newer Nvidia drivers
2021-12-24 20:03:54 -05:00
vonchenplus
4908a07c20
Address format clang
2021-12-18 14:27:07 +08:00
vonchenplus
6ebc972c2b
Remove spirv handle legacy related code
2021-12-18 14:08:50 +08:00
vonchenplus
94652e122d
Remove glsl handle legacy related code
2021-12-18 14:03:40 +08:00
Feng Chen
e49184e606
Merge branch 'yuzu-emu:master' into convert_legacy
2021-12-18 13:57:14 +08:00
Mai M
edbde7a220
Merge pull request #7522 from ameerj/shader-recompiler-filenames
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shader_recompiler/backend: Minor organization and refactoring to reduce compile time overhead
2021-12-07 18:27:50 -05:00
ameerj
7105204a7e
emit_spirv: Reduce emit_spirv.h include overhead
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emit_spirv.h is included in video_core, which was propagating further includes that video_core did not depend on.
2021-12-05 18:11:19 -05:00
ameerj
1e1f7b3234
glasm: Move implemented instructions from not_implemented.cpp
2021-12-05 18:11:19 -05:00
ameerj
f32b2bcd20
shader_recompiler: Adjust emit_context includes
2021-12-05 18:11:19 -05:00
ameerj
5286a7bc4c
shader_recompiler: Rename backend emit_context files
2021-12-05 16:33:44 -05:00
ameerj
41aec2773f
general: Add missing copyright notices
2021-12-05 16:18:53 -05:00
Feng Chen
4dd85f86a8
Implement convert legacy to generic
2021-11-19 22:53:58 +08:00
Fernando Sahmkow
6f98690963
ShaderCache: Better fix for Shuffling gl_FragCoord
2021-11-16 22:11:33 +01:00
FernandoS27
de1c8c5c2c
Texture Cahe/Shader decompiler: Resize PointSize on rescaling, refactor and make reaper more agressive on 4Gb GPUs.
2021-11-16 22:11:33 +01:00
ameerj
618de4e787
vulkan: Fix rescaling push constant usage
2021-11-16 22:11:31 +01:00
ameerj
581ea90062
rescaling_pass: Fix IR errors when unscalable texture types are encountered
2021-11-16 22:11:30 +01:00
ameerj
99eec162da
rescaling_pass: Logic simplification and minor style cleanup
2021-11-16 22:11:30 +01:00
ameerj
276565973f
rescaling_pass: Scale ImageFetch offset if it exists
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Plus some code deduplication
2021-11-16 22:11:30 +01:00
ameerj
dd66384451
rescaling_pass: Enable PatchImageQueryDimensions on fragment stages
2021-11-16 22:11:30 +01:00
ameerj
b027fac794
gl_texture_cache/rescaling_pass: minor cleanup
2021-11-16 22:11:30 +01:00
ameerj
edb5844240
rescaling_pass: Fix and simplify shuffle/fragcoord pass
2021-11-16 22:11:30 +01:00
Fernando Sahmkow
b3a9c8f108
Shader: Don't rescale FragCoord if used by Shuffle
2021-11-16 22:11:30 +01:00
ameerj
68e038404c
shader, video_core: Fix GCC build errors
2021-11-16 22:11:29 +01:00
ameerj
65781f88f8
emit_spirv: Fix RescalingLayout alignment
2021-11-16 22:11:29 +01:00
Fernando Sahmkow
dfa8291526
RescalingPass: Agregate pixels on texelFetch while on Fragment Shader
2021-11-16 22:11:29 +01:00
Fernando Sahmkow
8f78444de3
shader: Fix TextureSize check on rescaling.
2021-11-16 22:11:29 +01:00
ameerj
dc28284437
emit_spirv: Fix RescalingLayout alignment
2021-11-16 22:11:29 +01:00
ReinUsesLisp
e66d5b88a6
shader: Properly scale image reads and add GL SPIR-V support
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Thanks for everything!
2021-11-16 22:11:29 +01:00
ReinUsesLisp
fc9bb3c3fe
shader: Properly blacklist and scale image loads
2021-11-16 22:11:29 +01:00
ReinUsesLisp
cfeb161c7e
glsl/glasm: Pass and use scaling parameters in shaders
2021-11-16 22:11:29 +01:00
ameerj
f086c82e1f
gl_graphics_pipeline: Add downscale factor to shader uniforms
2021-11-16 22:11:28 +01:00
ReinUsesLisp
656adee630
spirv: Implement rescaling patching
2021-11-16 22:11:28 +01:00
ReinUsesLisp
01379c5e3c
shader/rescaling_pass: Patch more instructions
2021-11-16 22:11:28 +01:00
ReinUsesLisp
c15332c44f
shader: Add IsTextureScaled opcode
2021-11-16 22:11:28 +01:00
ReinUsesLisp
c892359d1b
shader: Add copy constructor to instructions
2021-11-16 22:11:28 +01:00
ReinUsesLisp
95761cc6a7
shader: Add integer division opcodes
2021-11-16 22:11:28 +01:00
ReinUsesLisp
e580299467
shader: Fix rescaling pass
2021-11-16 22:11:28 +01:00
ReinUsesLisp
1672e9ba09
shader: Fix resolution scaling pass
2021-11-16 22:11:27 +01:00
ReinUsesLisp
fb924ea85c
shader: Add resolution down factor opcode
2021-11-16 22:11:27 +01:00
Fernando Sahmkow
360e897ccd
ShaderDecompiler: Add initial support for rescaling.
2021-11-16 22:11:27 +01:00
bunnei
30442d8a89
Merge pull request #7260 from vonchenplus/spirv_support_legacy_attribute_v2
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shader: Spirv support legacy attribute v2
2021-11-14 02:07:45 -08:00
Feng Chen
f2a4204245
Simply legacy attribute implement
2021-11-04 09:26:16 +08:00
bunnei
7ce29ea74e
Merge pull request #7262 from FernandoS27/Buffalo-buffalo-Buffalo-buffalo-buffalo
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ShaderCache: Order Phi Arguments from farthest away to nearest.
2021-11-02 16:34:03 -07:00
Fernando Sahmkow
2d4bbd83e6
Shader Cahe: Fix Phi Nodes on GLASM.
2021-11-02 00:59:25 +01:00
Fernando Sahmkow
194579bc4f
ShaderCache: Fix Phi Nodes Type on OGL.
2021-11-01 22:26:17 +01:00
Fernando Sahmkow
c50ad56bf5
ShaderCache: Order Phi Arguments from farthest away to nearest.
2021-10-31 19:34:15 +01:00
vonchenplus
49f9a44235
Support gl_FogFragCoord attribute
2021-10-31 23:34:17 +08:00
Fernando S
7aa0d97eed
Merge pull request #7201 from ameerj/spirv-depth-sampling
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emit_spirv_image: Fix depth image implicit lod sample in non-fragment stages
2021-10-30 16:45:58 +02:00
vonchenplus
36c21ff6cb
Support gl_BackSecondaryColor attribute
2021-10-26 23:14:40 +08:00
vonchenplus
92bebecf46
Support gl_FrontSecondaryColor attribute
2021-10-26 23:09:44 +08:00
vonchenplus
b04c7b6343
Support gl_BackColor attribute
2021-10-26 23:01:57 +08:00
Fernando Sahmkow
e5291e2031
TexturePass: Fix clamping of images as this allowed negative indices.
2021-10-24 20:46:36 +02:00
ameerj
06894b0711
emit_spirv_image: Fix depth image implicit lod sample in compute
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Ensures all drivers behave the same way in this case.
2021-10-17 17:09:11 -04:00
Ameer J
3791c7ca82
Merge pull request #7077 from FernandoS27/face-down
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A series of fixes to queries and indexed samplers.
2021-10-16 21:41:54 -04:00
Fernando Sahmkow
3f4444b552
Shader Compiler: avoid overflowed indices on indixed samplers.
2021-10-17 03:38:09 +02:00
Morph
e29f3b87f1
style: Remove extra space preceding the :: operator
2021-09-29 01:26:01 -04:00
ameerj
73666fb262
general: Update style to clang-format-12
2021-09-24 15:52:05 -04:00
Fernando Sahmkow
8984abfc76
Spir-V: Rescale the frag depth to 0,1 mode when -1,1 mode is used in Vulkan.
2021-09-15 21:30:33 +02:00
Morph
9248442bb2
Merge pull request #6948 from ameerj/amd-warp-fix
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shaders: Fix warp instructions on 64-thread warp devices
2021-09-12 13:53:29 -04:00
bunnei
7e9163779d
Merge pull request #6962 from vonchenplus/spirv_support_legacy_attribute
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renderer_vulkan: Spirv support glsl legacy attribute
2021-09-08 14:04:44 -07:00
Feng Chen
b1e655f898
Detail adjustment
2021-09-08 10:30:00 +08:00
Feng Chen
bbc1800c1b
Detail adjustment
2021-09-08 09:53:10 +08:00
Feng Chen
e5ca733722
Re-implement get unused location
2021-09-07 13:22:52 +08:00
Feng Chen
9cdf2383e9
Move attribute related definitions to spirv anonymous namespace
2021-09-07 12:34:35 +08:00
Feng Chen
1de9e4e121
Dynamic get unused location
2021-09-06 10:46:03 +08:00
Feng Chen
d994466a08
Implement intput and output fixed fnc textures
2021-09-06 10:36:45 +08:00
Feng Chen
a7bbaa4897
Rename parameters
2021-09-03 23:52:20 +08:00
Feng Chen
cf26f375ff
Fix create GraphicsPipelines crash
2021-09-03 22:55:53 +08:00
Feng Chen
1e2a89d306
Add input/output location
2021-09-02 23:34:51 +08:00
bunnei
b2572a56d3
Merge pull request #6900 from ameerj/attr-reorder
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structured_control_flow: Add DemoteCombinationPass
2021-09-01 17:36:26 -07:00
ameerj
d956fb3c7c
emit_glsl_warp: Fix shuffle ops for 64-thread warp sizes
2021-08-31 16:11:25 -04:00
ameerj
5b45dfe971
emit_glsl_warp: Fix ballot related ops for 64-thread warp sizes
2021-08-31 16:11:25 -04:00
ameerj
a5d9dcf3d9
emit_spirv_warp: Fix shuffle ops for 64-thread warp sizes
2021-08-31 13:40:39 -04:00
ameerj
95213270ef
emit_spirv_warp: Fix ballot related ops for 64-thread warp sizes
2021-08-31 13:40:12 -04:00
Feng Chen
73b11f390e
Add colorfront and txtcoord support
2021-09-01 00:07:25 +08:00
ameerj
907dfbea71
structured_control_flow: Skip reordering nested demote branches.
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Nested demote branches add complexity with combining the condition if it has not been initialized yet. Skip them for the time being.
2021-08-30 11:46:25 -04:00
ameerj
4fda7f1c82
structured_control_flow: Conditionally invoke demote reorder pass
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This is only needed on select drivers when a fragment shader discards/demotes.
2021-08-30 11:46:24 -04:00
ameerj
862dc2b2b3
structured_control_flow: Add DemoteCombinationPass
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Some drivers misread data when demotes are interleaved in the program. This moves demote branches to be checked at the end of the program.
Fixes "wireframe" issue in Pokemon SwSh on some drivers
2021-08-28 11:35:25 -04:00
ameerj
6e407c02d8
emit_spirv_context_get_set: Fix Get FrontFace return value
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The IR expects GetAttribute to return an F32 value. This case was returning a U32 instead.
2021-08-26 21:37:34 -04:00
Valeri
beb7305b73
SPIR-V: Merge two ifs in EmitGetAttribute
2021-08-19 20:13:46 +03:00
Morph
db07ca6c7f
Merge pull request #6767 from ReinUsesLisp/fold-float-pack
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shader: Fold UnpackFloat2x16 and PackFloat2x16
2021-07-30 02:07:52 -04:00
bunnei
a98f14e9b0
Merge pull request #6722 from ReinUsesLisp/xmad-opts
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shader: Fold integer FMA from Nvidia's pattern
2021-07-29 18:45:37 -07:00
ReinUsesLisp
8c9febe8f7
shader: Fold UnpackFloat2x16 and PackFloat2x16
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Simplifies the code a bit when possible. These instructions should be
no-ops codegen wise.
2021-07-29 21:22:52 -03:00