Fernando Sahmkow
38fc995f6c
gl_shader_decompiler: Implement AST decompiling
2019-10-04 18:52:50 -04:00
ReinUsesLisp
f926230ab1
gl_shader_decompiler: Add tailing return for HUnpack2
2019-09-24 01:03:59 -03:00
ReinUsesLisp
25bfaffdff
gl_shader_decompiler: Fix clang build issues
2019-09-24 01:03:27 -03:00
bunnei
376f1a4432
Merge pull request #2869 from ReinUsesLisp/suld
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shader/image: Implement SULD and fix SUATOM
2019-09-23 21:47:03 -04:00
David
9d69206cd0
Merge pull request #2870 from FernandoS27/multi-draw
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Implement a MME Draw commands Inliner and correct host instance drawing
2019-09-22 23:13:02 +10:00
ReinUsesLisp
44000971e2
gl_shader_decompiler: Use uint for images and fix SUATOM
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In the process remove implementation of SUATOM.MIN and SUATOM.MAX as
these require a distinction between U32 and S32. These have to be
implemented with imageCompSwap loop.
2019-09-21 17:33:52 -03:00
ReinUsesLisp
675f23aedc
shader/image: Implement SULD and remove irrelevant code
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* Implement SULD as float.
* Remove conditional declaration of GL_ARB_shader_viewport_layer_array.
2019-09-21 17:32:48 -03:00
bunnei
bbe82d62b0
Merge pull request #2846 from ReinUsesLisp/fixup-viewport-index
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gl_shader_decompiler: Avoid writing output attribute when unimplemented
2019-09-20 17:11:20 -04:00
bunnei
88d857499b
Merge pull request #2855 from ReinUsesLisp/shfl
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shader_ir/warp: Implement SHFL for Nvidia devices
2019-09-20 17:10:42 -04:00
Fernando Sahmkow
7606da5611
VideoCore: Corrections to the MME Inliner and removal of hacky instance management.
2019-09-19 11:41:29 -04:00
Fernando Sahmkow
ba02d564f8
Video Core: initial Implementation of InstanceDraw Packaging
2019-09-19 11:41:27 -04:00
bunnei
b31880dc5e
Merge pull request #2784 from ReinUsesLisp/smem
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shader_ir: Implement shared memory
2019-09-18 16:26:05 -04:00
ReinUsesLisp
0526bf1895
shader_ir/warp: Implement SHFL
2019-09-17 17:44:07 -03:00
ReinUsesLisp
36abf67e79
shader/image: Implement SUATOM and fix SUST
2019-09-10 20:22:31 -03:00
ReinUsesLisp
17a9b0178d
gl_shader_decompiler: Avoid writing output attribute when unimplemented
2019-09-06 15:02:12 -03:00
ReinUsesLisp
1f43e5296f
gl_shader_decompiler: Keep track of written images and mark them as modified
2019-09-05 23:26:05 -03:00
ReinUsesLisp
0f7b813d65
gl_shader_decompiler: Implement shared memory
2019-09-05 01:40:24 -03:00
ReinUsesLisp
6177cbdbe1
gl_shader_decompiler: Fixup slow path
2019-09-04 15:03:51 -03:00
ReinUsesLisp
9cf52d027d
gl_device: Disable precise in fragment shaders on bugged drivers
2019-09-04 01:54:00 -03:00
ReinUsesLisp
03276e7490
gl_shader_decompiler: Fixup AMD's slow path type
2019-09-04 01:54:00 -03:00
ReinUsesLisp
6c449793b8
gl_shader_decompiler: Rework GLSL decompiler type system
...
GLSL decompiler type system was broken. We converted all return values
to float except for some cases where returning we couldn't and
implicitly broke the rule of returning floats (e.g. for bools or bool
pairs).
Instead of doing this introduce class Expression that knows what type a
return value has and when a consumer wants to use the string it asks for
it with a required type, emitting a runtime error if types are
incompatible.
This has the disadvantage that there's more C++ code, but we can emit
better GLSL code that's easier to read.
2019-09-04 01:54:00 -03:00
bunnei
a67c4e6e02
Merge pull request #2742 from ReinUsesLisp/fix-texture-buffers
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gl_texture_cache: Miscellaneous texture buffer fixes
2019-08-29 15:59:17 -04:00
ReinUsesLisp
4e35177e23
shader_ir: Implement VOTE
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Implement VOTE using Nvidia's intrinsics. Documentation about these can
be found here
https://developer.nvidia.com/reading-between-threads-shader-intrinsics
Instead of using portable ARB instructions I opted to use Nvidia
intrinsics because these are the closest we have to how Tegra X1
hardware renders.
To stub VOTE on non-Nvidia drivers (including nouveau) this commit
simulates a GPU with a warp size of one, returning what is meaningful
for the instruction being emulated:
* anyThreadNV(value) -> value
* allThreadsNV(value) -> value
* allThreadsEqualNV(value) -> true
ballotARB, also known as "uint64_t(activeThreadsNV())", emits
VOTE.ANY Rd, PT, PT;
on nouveau's compiler. This doesn't match exactly to Nvidia's code
VOTE.ALL Rd, PT, PT;
Which is emulated with activeThreadsNV() by this commit. In theory this
shouldn't really matter since .ANY, .ALL and .EQ affect the predicates
(set to PT on those cases) and not the registers.
2019-08-21 14:50:38 -03:00
bunnei
cedc1aab4a
Merge pull request #2753 from FernandoS27/float-convert
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Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
2019-08-21 10:27:57 -04:00
bunnei
f601f25bcc
Merge pull request #2734 from ReinUsesLisp/compute-shaders
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gl_rasterizer: Implement compute shaders
2019-07-22 11:12:55 -04:00
Fernando Sahmkow
11f4e739bd
Shader_Ir: Implement F16 Variants of F2F, F2I, I2F.
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This commit takes care of implementing the F16 Variants of the
conversion instructions and makes sure conversions are done.
2019-07-20 17:38:25 -04:00
ReinUsesLisp
45c162444d
shader/half_set_predicate: Fix HSETP2 implementation
2019-07-19 22:21:22 -03:00
ReinUsesLisp
74632c76ce
gl_shader_decompiler: Rename bufferImage to imageBuffer
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The online OpenGL documentation is wrong. The type definition is
imageBuffer.
2019-07-18 01:16:44 -03:00
ReinUsesLisp
6b0d017675
gl_shader_decompiler: Stub local memory size
2019-07-15 17:38:25 -03:00
ReinUsesLisp
725ba6cf63
gl_rasterizer: Implement compute shaders
2019-07-15 17:38:25 -03:00
Fernando Sahmkow
1bdb59fc6e
Merge pull request #2695 from ReinUsesLisp/layer-viewport
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gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
2019-07-15 16:28:07 -04:00
bunnei
3477b92289
Merge pull request #2675 from ReinUsesLisp/opengl-buffer-cache
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buffer_cache: Implement a generic buffer cache and its OpenGL backend
2019-07-14 19:03:43 -04:00
ReinUsesLisp
0eb0c24269
gl_shader_decompiler: Fix gl_PointSize redeclaration
2019-07-11 16:10:59 -03:00
ReinUsesLisp
aca40de224
gl_shader_decompiler: Fix conditional usage of GL_ARB_shader_viewport_layer_array
2019-07-11 04:27:00 -03:00
Fernando Sahmkow
d5533b440c
shader_ir: Unify blocks in decompiled shaders.
2019-07-09 08:14:39 -04:00
Fernando Sahmkow
8a6fc529a9
shader_ir: Implement BRX & BRA.CC
2019-07-09 08:14:37 -04:00
ReinUsesLisp
c9d886c84e
gl_shader_decompiler: Implement gl_ViewportIndex and gl_Layer in vertex shaders
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This commit implements gl_ViewportIndex and gl_Layer in vertex and
geometry shaders. In the case it's used in a vertex shader, it requires
ARB_shader_viewport_layer_array. This extension is available on AMD and
Nvidia devices (mesa and proprietary drivers), but not available on
Intel on any platform. At the moment of writing this description I don't
know if this is a hardware limitation or a driver limitation.
In the case that ARB_shader_viewport_layer_array is not available,
writes to these registers on a vertex shader are ignored, with the
appropriate logging.
2019-07-07 20:42:55 -03:00
ReinUsesLisp
7ecf64257a
gl_rasterizer: Minor style changes
2019-07-06 00:37:55 -03:00
ReinUsesLisp
b8b05a484a
gl_shader_decompiler: Address feedback
2019-06-24 01:56:38 -03:00
ReinUsesLisp
1bf4154e7d
gl_shader_decompiler: Implement image binding settings
2019-06-20 21:38:33 -03:00
ReinUsesLisp
06c4ce8645
shader: Decode SUST and implement backing image functionality
2019-06-20 21:38:33 -03:00
ReinUsesLisp
6c81c8f5b7
gl_shader_decompiler: Allow 1D textures to be texture buffers
2019-06-20 21:36:12 -03:00
Zach Hilman
c0e7b91145
Merge pull request #2538 from ReinUsesLisp/ssy-pbk
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shader: Split SSY and PBK stack
2019-06-15 20:30:13 -04:00
Zach Hilman
de33ad25f5
Merge pull request #2514 from ReinUsesLisp/opengl-compat
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video_core: Drop OpenGL core in favor of OpenGL compatibility
2019-06-07 17:23:25 -04:00
ReinUsesLisp
fe8e6618f2
shader: Split SSY and PBK stack
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Hardware testing revealed that SSY and PBK push to a different stack,
allowing code like this:
SSY label1;
PBK label2;
SYNC;
label1: PBK;
label2: EXIT;
2019-06-07 02:18:27 -03:00
ReinUsesLisp
bf4dfb3ad4
shader: Use shared_ptr to store nodes and move initialization to file
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Instead of having a vector of unique_ptr stored in a vector and
returning star pointers to this, use shared_ptr. While changing
initialization code, move it to a separate file when possible.
This is a first step to allow code analysis and node generation beyond
the ShaderIR class.
2019-06-05 20:41:52 -03:00
bunnei
55c5029171
Merge pull request #2540 from ReinUsesLisp/remove-guest-position
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gl_shader_decompiler: Remove guest "position" varying
2019-06-05 18:07:23 -04:00
bunnei
0bcc305797
Merge pull request #2512 from ReinUsesLisp/comp-indexing
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gl_shader_decompiler: Pessimize uniform buffer access on AMD's prorpietary driver
2019-06-05 18:02:30 -04:00
ReinUsesLisp
0935c2d97b
gl_shader_decompiler: Remove guest "position" varying
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"position" was being written but not read anywhere besides geometry
shaders, where it had the same value as gl_Position.
This commit replaces "position" with gl_Position, reducing the
complexity of our code and the emitted GLSL code.
2019-06-03 01:01:34 -03:00
ReinUsesLisp
b76df62c00
gl_rasterizer: Move alpha testing to the OpenGL pipeline
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Removes the alpha testing code from each fragment shader invocation.
2019-05-30 13:21:01 -03:00
bunnei
e3608578e4
Merge pull request #2446 from ReinUsesLisp/tid
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shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
2019-05-29 12:21:17 -04:00
ReinUsesLisp
d8827b07b5
gl_shader_decompiler: Use an if based cbuf indexing for broken drivers
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The following code is broken on AMD's proprietary GLSL compiler:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value = values[idx & 3];
```
It index the wrong components, to fix this the following pessimized code
is emitted when that bug is present:
```glsl
uint idx = ...;
vec4 values = ...;
float some_value;
if ((idx & 3) == 0) some_value = values.x;
if ((idx & 3) == 1) some_value = values.y;
if ((idx & 3) == 2) some_value = values.z;
if ((idx & 3) == 3) some_value = values.w;
```
2019-05-24 02:47:56 -03:00
Lioncash
de23847184
renderer_opengl/gl_shader_decompiler: Remove redundant name specification in format string
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This accidentally slipped through a rebase.
2019-05-21 09:47:21 -04:00
ReinUsesLisp
9c3461604c
shader: Implement S2R Tid{XYZ} and CtaId{XYZ}
2019-05-20 16:36:49 -03:00
ReinUsesLisp
ada79fa8ad
gl_shader_decompiler: Make GetSwizzle constexpr
2019-05-20 16:36:48 -03:00
Lioncash
58a0c13e34
gl_shader_decompiler: Tidy up minor remaining cases of unnecessary std::string concatenation
2019-05-20 14:14:48 -04:00
Lioncash
6fb29764d6
gl_shader_decompiler: Replace individual overloads with the fmt-based one
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Gets rid of the need to special-case brace handling depending on the
overload used, and makes it consistent across the board with how fmt
handles them.
Strings with compile-time deducible strings are directly forwarded to
std::string's constructor, so we don't need to worry about the
performance difference here, as it'll be identical.
2019-05-20 14:14:48 -04:00
Lioncash
784d2b6c3d
gl_shader_decompiler: Utilize fmt overload of AddLine() where applicable
2019-05-20 14:14:44 -04:00
Lioncash
91ec251c4a
gl_shader_decompiler: Add AddLine() overload that forwards to fmt
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In a lot of places throughout the decompiler, string concatenation via
operator+ is used quite heavily. This is usually fine, when not heavily
used, but when used extensively, can be a problem. operator+ creates an
entirely new heap allocated temporary string and given we perform
expressions like:
std::string thing = a + b + c + d;
this ends up with a lot of unnecessary temporary strings being created
and discarded, which kind of thrashes the heap more than we need to.
Given we utilize fmt in some AddLine calls, we can make this a part of
the ShaderWriter's API. We can make an overload that simply acts as a
passthrough to fmt.
This way, whenever things need to be appended to a string, the operation
can be done via a single string formatting operation instead of
discarding numerous temporary strings. This also has the benefit of
making the strings themselves look nicer and makes it easier to spot
errors in them.
2019-05-19 14:12:20 -04:00
bunnei
d49efbfb4a
Merge pull request #2441 from ReinUsesLisp/al2p
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shader: Implement AL2P and ALD.PHYS
2019-05-19 14:02:58 -04:00
Lioncash
175fe8aaeb
video_core/renderer_opengl/gl_shader_decompiler: Remove unused Composite() function
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This isn't used at all, so it can be removed.
2019-05-09 18:45:26 -04:00
ReinUsesLisp
5321cdd276
gl_shader_decompiler: Skip physical unused attributes
2019-05-02 21:46:37 -03:00
ReinUsesLisp
fe700e1856
shader: Add physical attributes commentaries
2019-05-02 21:46:25 -03:00
ReinUsesLisp
c6f9e651b2
gl_shader_decompiler: Implement GLSL physical attributes
2019-05-02 21:46:25 -03:00
ReinUsesLisp
b7d412c99b
gl_shader_decompiler: Abstract generic attribute operations
2019-05-02 21:46:25 -03:00
ReinUsesLisp
bd81a03d9d
gl_shader_decompiler: Declare all possible varyings on physical attribute usage
2019-05-02 21:46:25 -03:00
ReinUsesLisp
06b363c9b5
shader: Remove unused AbufNode Ipa mode
2019-05-02 21:46:25 -03:00
bunnei
4fad91ca45
Merge pull request #2383 from ReinUsesLisp/aoffi-test
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gl_shader_decompiler: Disable variable AOFFI on unsupported devices
2019-04-22 22:14:02 -04:00
bunnei
650d9b1044
Merge pull request #2409 from ReinUsesLisp/half-floats
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shader_ir/decode: Miscellaneous fixes to half-float decompilation
2019-04-19 21:31:52 -04:00
ReinUsesLisp
f43995ec53
shader_ir/decode: Fix half float pre-operations and remove MetaHalfArithmetic
...
Operations done before the main half float operation (like HAdd) were
managing a packed value instead of the unpacked one. Adding an unpacked
operation allows us to drop the per-operand MetaHalfArithmetic entry,
simplifying the code overall.
2019-04-15 21:16:10 -03:00
ReinUsesLisp
abcbcb1b2a
gl_shader_decompiler: Fix MrgH0 decompilation
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GLSL decompilation for HMergeH0 was wrong. This addresses that issue.
2019-04-15 21:16:10 -03:00
ReinUsesLisp
64613db605
shader_ir/decode: Implement half float saturation
2019-04-15 21:16:10 -03:00
ReinUsesLisp
acf618afbc
renderer_opengl: Implement half float NaN comparisons
2019-04-15 21:13:26 -03:00
ReinUsesLisp
f15c59a164
gl_shader_decompiler: Use variable AOFFI on supported hardware
2019-04-14 05:13:19 -03:00
ReinUsesLisp
5c280e6ff0
shader_ir: Implement STG, keep track of global memory usage and flush
2019-04-14 00:25:32 -03:00
Fernando Sahmkow
c9f35d96be
Remove bounding in LD_C
2019-04-09 20:02:11 -04:00
bunnei
8aaf418bd6
Merge pull request #2306 from ReinUsesLisp/aoffi
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shader_ir: Implement AOFFI for TEX and TLD4
2019-04-07 17:52:30 -04:00
bunnei
520e4e5d4b
Merge pull request #2327 from ReinUsesLisp/crash-safe-visit
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gl_shader_decompiler: Return early when an operation is invalid
2019-04-05 23:36:18 -04:00
bunnei
cb2209d06a
Merge pull request #2337 from lioncash/temporary
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gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()
2019-04-05 23:35:31 -04:00
Lioncash
52746ed8dc
gl_shader_decompiler: Rename GenerateTemporal() to GenerateTemporary()
...
Temporal generally indicates a relation to time, but this is just
creating a temporary, so this isn't really an accurate name for what the
function is actually doing.
2019-04-04 19:35:04 -04:00
ReinUsesLisp
88a3c05b7b
gl_shader_decompiler: Fix TXQ types
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TXQ returns integer types. Shaders usually do:
R0 = TXQ(); // => int
R0 = static_cast<float>(R0);
If we don't treat it as an integer, it will cast a binary float value as
float - resulting in a corrupted number.
2019-04-04 20:07:11 -03:00
ReinUsesLisp
06c1f75f21
gl_shader_decompiler: Return early when an operation is invalid
2019-04-03 16:02:09 -03:00
ReinUsesLisp
38658b38b4
gl_shader_decompiler: Hide local definitions inside an anonymous namespace
2019-03-31 00:26:34 -03:00
ReinUsesLisp
e8abe4b77c
gl_shader_decompiler: Add AOFFI backing implementation
2019-03-30 02:55:18 -03:00
ReinUsesLisp
5ca63d0675
shader/decode: Remove extras from MetaTexture
2019-02-26 00:11:30 -03:00
bunnei
c07987dfab
Merge pull request #2118 from FernandoS27/ipa-improve
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shader_decompiler: Improve Accuracy of Attribute Interpolation.
2019-02-24 23:04:22 -05:00
Fernando Sahmkow
10682ad7e0
shader_decompiler: Improve Accuracy of Attribute Interpolation.
2019-02-14 03:25:07 -04:00
ReinUsesLisp
e60d4d70bc
gl_shader_decompiler: Re-implement TLDS lod
2019-02-12 17:03:07 -03:00
ReinUsesLisp
889c646ac0
shader_ir: Remove F4 prefix to texture operations
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This was originally included because texture operations returned a vec4.
These operations now return a single float and the F4 prefix doesn't
mean anything.
2019-02-07 17:36:46 -03:00
ReinUsesLisp
d62b0a9e29
shader_ir: Clean texture management code
...
Previous code relied on GLSL parameter order (something that's always
ill-formed on an IR design). This approach passes spatial coordiantes
through operation nodes and array and depth compare values in the the
texture metadata. It still contains an "extra" vector containing generic
nodes for bias and component index (for example) which is still a bit
ill-formed but it should be better than the previous approach.
2019-02-07 00:46:13 -03:00
bunnei
f09d1dffd1
Merge pull request #2083 from ReinUsesLisp/shader-ir-cbuf-tracking
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shader/track: Add a more permissive global memory tracking
2019-02-06 21:56:14 -05:00
ReinUsesLisp
cfb20c4c9d
gl_shader_disk_cache: Save GLSL and entries into the precompiled file
2019-02-06 22:23:39 -03:00
ReinUsesLisp
c2c5260fd7
gl_shader_decompiler: Remove name entries
2019-02-06 22:20:57 -03:00
ReinUsesLisp
42b75e8be8
shader_ir: Rename BasicBlock to NodeBlock
...
It's not always used as a basic block. Rename it for consistency.
2019-02-03 17:21:20 -03:00
ReinUsesLisp
477d616f7d
shader_ir: Unify constant buffer offset values
...
Constant buffer values on the shader IR were using different offsets if
the access direct or indirect. cbuf34 has a non-multiplied offset while
cbuf36 does. On shader decoding this commit multiplies it by four on
cbuf34 queries.
2019-01-30 02:45:50 -03:00
ReinUsesLisp
52c326c301
gl_shader_cache: Use explicit bindings
2019-01-30 00:11:02 -03:00
ReinUsesLisp
3b84e04af1
shader_decode: Implement LDG and basic cbuf tracking
2019-01-30 00:00:15 -03:00
ReinUsesLisp
1e40a4b343
gl_shader_decompiler: replace std::get<> with std::get_if<> for macOS compatibility
2019-01-15 17:54:53 -03:00
ReinUsesLisp
51de4e00a6
gl_shader_decompiler: Inline textureGather component
2019-01-15 17:54:53 -03:00
ReinUsesLisp
d911740e5d
shader_ir: Remove composite primitives and use temporals instead
2019-01-15 17:54:53 -03:00
ReinUsesLisp
bb12f99b20
gl_shader_decompiler: Fixup AssignCompositeHalf
2019-01-15 17:54:53 -03:00
ReinUsesLisp
50195b1704
shader_decode: Use proper primitive names
2019-01-15 17:54:53 -03:00
ReinUsesLisp
2faad9bf23
shader_decode: Use BitfieldExtract instead of shift + and
2019-01-15 17:54:53 -03:00
ReinUsesLisp
52223313b1
shader_ir: Remove Ipa primitive
2019-01-15 17:54:53 -03:00
ReinUsesLisp
d6b173d5fe
gl_shader_decompiler: Use rasterizer's UBO size limit
2019-01-15 17:54:53 -03:00
ReinUsesLisp
df74ff3c8b
gl_shader_gen: Fixup code formatting
2019-01-15 17:54:53 -03:00
ReinUsesLisp
af5d7e2c49
video_core: Rename glsl_decompiler to gl_shader_decompiler
2019-01-15 17:54:53 -03:00
ReinUsesLisp
a4f052f6b3
video_core: Replace gl_shader_decompiler
2019-01-15 17:54:50 -03:00
Rodolfo Bogado
fbe900ba6d
Add missing uintBitsToFloat to SetRegisterToHalfFloat
2018-12-27 14:39:10 -03:00
bunnei
fa9acc26d9
Merge pull request #1892 from Tinob/master
...
Improve Zero flag implementation
2018-12-27 11:06:59 -05:00
Rodolfo Bogado
33056dd833
Apply CC test to the final value to be stored in the register
2018-12-26 18:16:31 -03:00
David
8047873a66
Fixed shader linking error due to TLDS ( #1934 )
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* Fixed shader linking error due to TLDS
coord should be coords
* Fix remaining coords
2018-12-26 15:55:39 -05:00
Rodolfo Bogado
bbf8d6bf01
Includde saturation in the evaluation of the control code
2018-12-22 19:19:18 -03:00
Rodolfo Bogado
946777601b
Handle RZ cases evaluating the expression instead of the register value.
2018-12-22 19:19:18 -03:00
Rodolfo Bogado
7e72b5e453
complete emulation of ZeroFlag
2018-12-22 19:19:18 -03:00
bunnei
e75e8b9580
Merge pull request #1921 from ogniK5377/no-unit
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Fixed uninitialized memory due to missing returns in canary
2018-12-21 14:12:54 -05:00
bunnei
3050f3a7ba
Merge pull request #1909 from heapo/shadow_sampling_fixes
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Fix arrayed texture LOD selection and depth comparison ordering
2018-12-19 13:10:37 -05:00
David Marcec
20859802f0
hopefully fix clang format issue
2018-12-19 13:22:09 +11:00
David Marcec
fdd649e2ef
Fixed uninitialized memory due to missing returns in canary
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Functions which are suppose to crash on non canary builds usually don't return anything which lead to uninitialized memory being used.
2018-12-19 12:52:32 +11:00
heapo
72599cc667
Implement postfactor multiplication/division for fmul instructions
2018-12-17 07:56:25 -08:00
heapo
a6daed74f5
Fix arrayed shadow sampler array slice/depth comparison ordering, as well as invalid GLSL LOD selection.
2018-12-17 07:53:48 -08:00
bunnei
d63c883e66
Merge pull request #1888 from marcosvitali/glFrontFacing
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gl_shader_decompiler: IPA fix FrontFacing.
2018-12-11 11:43:38 -05:00
Marcos Vitali
430e1f864b
gl_shader_decompiler: IPA FrontFacing: the right value when is the front face is 0xFFFFFFFF.
2018-12-09 23:36:21 -03:00
Marcos Vitali
f4fa7ecb0e
gl_shader_decompiler: TLDS/TLD4/TLD4S Reworked reflecting the source registers, bugs fixed and modularize.
2018-12-07 19:09:36 -03:00
ReinUsesLisp
59a8df1b14
gl_shader_decompiler: Implement TEXS.F16
2018-12-05 02:06:34 -03:00
ReinUsesLisp
370980fdc3
gl_shader_decompiler: Fixup inverted if
2018-12-05 01:23:04 -03:00
Marcos
ab2108fb2a
Rewrited TEX/TEXS (TEX Scalar). ( #1826 )
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* Rewrited TEX/TEXS (TEX Scalar).
* Style fixes.
* Styles issues.
2018-12-04 12:24:35 -05:00
bunnei
8a12daac8c
Merge pull request #1822 from ReinUsesLisp/glsl-scope
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gl_shader_decompiler: Introduce a scoped object and style changes
2018-12-03 17:10:02 -05:00
ReinUsesLisp
2908d30274
gl_rasterizer: Enable clip distances when set in register and in shader
2018-11-29 16:58:20 -03:00
ReinUsesLisp
eb700afcf0
gl_shader_decompiler: Remove texture temporal in TLD4
2018-11-28 23:46:16 -03:00
ReinUsesLisp
8d58e5da71
gl_shader_decompiler: Flip negated if else statement
2018-11-28 23:46:16 -03:00
ReinUsesLisp
f4abebd731
gl_shader_decompiler: Use GLSL scope on instructions unrelated to textures
2018-11-28 23:46:14 -03:00
ReinUsesLisp
78fc8f6b66
gl_shader_decompiler: Move texture code generation into lambdas
2018-11-28 23:45:53 -03:00
ReinUsesLisp
ab13b628d0
gl_shader_decompiler: Clean up texture instructions
2018-11-28 23:45:53 -03:00
ReinUsesLisp
6a642022dd
gl_shader_decompiler: Scope GLSL variables with a scoped object
2018-11-28 23:45:51 -03:00
ReinUsesLisp
2e9b90abad
gl_shader_decompiler: Fixup clip distance index
2018-11-27 15:35:26 -03:00
bunnei
7684f4d0cf
Merge pull request #1713 from FernandoS27/bra-cc
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Implemented BRA CC conditional and FSET CC Setting
2018-11-26 18:28:03 -05:00
bunnei
a41943dc55
Merge pull request #1798 from ReinUsesLisp/y-direction
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gl_shader_decompiler: Implement S2R's Y_DIRECTION
2018-11-26 18:25:42 -05:00
bunnei
f9a211220c
Merge pull request #1763 from ReinUsesLisp/bfi
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gl_shader_decompiler: Implement BFI_IMM_R
2018-11-25 23:04:57 -05:00
bunnei
d7d1ab15b6
Merge pull request #1760 from ReinUsesLisp/r2p
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gl_shader_decompiler: Implement R2P_IMM
2018-11-25 22:38:42 -05:00
bunnei
0394813401
Merge pull request #1782 from FernandoS27/dc
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Fixed Coordinate Encodings in TEX and TEXS instructions
2018-11-25 22:36:25 -05:00
bunnei
8ce90a4f0b
Merge pull request #1783 from ReinUsesLisp/clip-distances
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gl_shader_decompiler: Implement clip distances
2018-11-25 22:35:30 -05:00
ReinUsesLisp
924e834b8f
gl_shader_decompiler: Implement S2R's Y_DIRECTION
2018-11-25 04:37:29 -03:00
FernandoS27
8c797464a2
Fix Texture Overlapping
2018-11-24 17:26:42 -04:00
FernandoS27
33afff1870
Implemented BRA CC conditional and FSET CC Setting
2018-11-24 13:25:54 -04:00
bunnei
b6b78203cc
Merge pull request #1769 from ReinUsesLisp/cc
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gl_shader_decompiler: Rename cc to condition code and name internal flags
2018-11-23 23:31:04 -05:00
FernandoS27
7668ef51d6
Fix TEXS Instruction encodings
2018-11-23 22:46:50 -04:00
FernandoS27
9c2127d5eb
Fix one encoding in TEX Instruction
2018-11-23 22:46:49 -04:00
FernandoS27
487d805899
Corrected inputs indexing in TEX instruction
2018-11-23 22:46:48 -04:00
bunnei
69b3f98d3a
Merge pull request #1744 from degasus/shader_cache
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shader_cache: Only lock covered instructions.
2018-11-23 21:09:36 -05:00