Fernando Sahmkow
c0ee0aa1a8
Shader_IR: Correct TLD4S Depth Compare.
2019-12-11 19:53:17 -04:00
Fernando Sahmkow
af89723fa3
Shader_Ir: Correct TLD4S encoding and implement f16 flag.
2019-12-11 19:53:17 -04:00
Fernando Sahmkow
271a3264f3
Shader_Ir: default failed tracks on bindless samplers to null values.
2019-12-11 19:53:16 -04:00
ReinUsesLisp
425a254fa2
shader: Implement MEMBAR.GL
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Implement using memoryBarrier in GLSL and OpMemoryBarrier on SPIR-V.
2019-12-10 16:45:03 -03:00
ReinUsesLisp
0b5b93053d
shader_ir/other: Implement S2R InvocationId
2019-12-09 23:52:28 -03:00
ReinUsesLisp
9ad6327fbd
shader: Keep track of shaders using warp instructions
2019-12-09 23:40:41 -03:00
ReinUsesLisp
6233b1db08
shader_ir/memory: Implement patch stores
2019-12-09 23:25:21 -03:00
bunnei
e36814d6d5
Merge pull request #3109 from FernandoS27/new-instr
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Implement FLO & TXD Instructions on GPU Shaders
2019-12-06 18:18:16 -05:00
Lioncash
9403979c22
video_core/const_buffer_locker: Make use of std::tie in HasEqualKeys()
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Tidies it up a little bit visually.
2019-11-27 05:53:43 -05:00
Lioncash
930e311526
video_core/const_buffer_locker: Remove unused includes
2019-11-27 05:51:13 -05:00
Lioncash
9341ca7979
video_core/const_buffer_locker: Remove #pragma once from cpp file
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Silences a compiler warning.
2019-11-27 05:50:51 -05:00
ReinUsesLisp
c8a48aacc0
video_core: Unify ProgramType and ShaderStage into ShaderType
2019-11-22 21:28:48 -03:00
ReinUsesLisp
dc9961f341
shader/texture: Handle TLDS texture type mismatches
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Some games like "Fire Emblem: Three Houses" bind 2D textures to offsets
used by instructions of 1D textures. To handle the discrepancy this
commit uses the the texture type from the binding and modifies the
emitted code IR to build a valid backend expression.
E.g.: Bound texture is 2D and instruction is 1D, the emitted IR samples
a 2D texture in the coordinate ivec2(X, 0).
2019-11-22 21:28:47 -03:00
ReinUsesLisp
32c1bc6a67
shader/texture: Deduce texture buffers from locker
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Instead of specializing shaders to separate texture buffers from 1D
textures, use the locker to deduce them while they are being decoded.
2019-11-22 21:28:47 -03:00
ReinUsesLisp
24f4198cee
shader/other: Reduce DEPBAR log severity
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While DEPBAR is stubbed it doesn't change anything from our end. Shading
languages handle what this instruction does implicitly. We are not
getting anything out fo this log except noise.
2019-11-19 21:26:40 -03:00
Fernando Sahmkow
c8473f399e
Shader_IR: Address Feedback
2019-11-18 07:34:34 -04:00
Fernando Sahmkow
cd0f5dfc17
Shader_IR: Implement TXD instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
f3d1b370aa
Shader_IR: Implement FLO instruction.
2019-11-14 11:15:27 -04:00
Fernando Sahmkow
b6f6733131
Merge pull request #3081 from ReinUsesLisp/fswzadd-shuffles
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shader: Implement FSWZADD and reimplement SHFL
2019-11-14 10:27:27 -04:00
Rodrigo Locatti
cf770a68a5
Merge pull request #3084 from ReinUsesLisp/cast-warnings
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video_core: Treat implicit conversions as errors
2019-11-13 02:16:22 -03:00
ReinUsesLisp
096f339a2a
video_core: Silence implicit conversion warnings
2019-11-08 22:48:50 +00:00
ReinUsesLisp
56e237d1f9
shader_ir/warp: Implement FSWZADD
2019-11-07 20:08:41 -03:00
ReinUsesLisp
08b2b1080a
gl_shader_decompiler: Reimplement shuffles with platform agnostic intrinsics
2019-11-07 20:08:41 -03:00
bunnei
b6ae48966d
Merge pull request #3032 from ReinUsesLisp/simplify-control-flow-brx
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shader/control_flow: Abstract repeated code chunks in BRX tracking
2019-11-07 01:30:01 -05:00
Rodrigo Locatti
ff5a0f370c
shader/control_flow: Specify constness on caller lambdas
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Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
Update src/video_core/shader/control_flow.cpp
Co-Authored-By: Mat M. <mathew1800@gmail.com>
2019-11-07 01:44:09 -03:00
ReinUsesLisp
7b069252f8
shader/control_flow: Use callable template instead of std::function
2019-11-07 01:44:08 -03:00
ReinUsesLisp
46c3047283
shader/control_flow: Abstract repeated code chunks in BRX tracking
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Remove copied and pasted for cycles into a common templated function.
2019-11-07 01:44:08 -03:00
ReinUsesLisp
ae7dfa93be
shader/control_flow: Silence Intellisense cast warnings
2019-11-07 01:44:08 -03:00
ReinUsesLisp
deb1b54eed
shader/control_flow: Remove brace initializer in std containers
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These containers have a default constructor.
2019-11-07 01:44:08 -03:00
ReinUsesLisp
39c66abd91
shader/decode: Reduce severity of arithmetic rounding warnings
2019-11-07 01:43:38 -03:00
ReinUsesLisp
c4374d0d41
shader/arithmetic: Reduce RRO stub severity
2019-11-07 01:43:38 -03:00
ReinUsesLisp
35d40b74b3
shader/texture: Remove NODEP warnings
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These warnings don't offer meaningful information while decoding
shaders. Remove them.
2019-11-07 01:43:38 -03:00
Rodrigo Locatti
654b77d2ec
Merge pull request #3039 from ReinUsesLisp/cleanup-samplers
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shader/node: Unpack bindless texture encoding
2019-11-06 04:54:11 +00:00
Fernando Sahmkow
23cabc98db
Shader_IR: Fix regression on TLD4
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Originally on the last commit I thought TLD4 acted the same as TLD4S and
didn't have a mask. It actually does have a component mask. This commit
corrects that.
2019-10-30 21:14:57 -04:00
Fernando Sahmkow
9293c3a0f2
Shader_IR: Fix TLD4 and add Bindless Variant.
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This commit fixes an issue where not all 4 results of tld4 were being
written, the color component was defaulted to red, among other things.
It also implements the bindless variant.
2019-10-30 12:02:03 -04:00
ReinUsesLisp
a993df1ee2
shader/node: Unpack bindless texture encoding
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Bindless textures were using u64 to pack the buffer and offset from
where they come from. Drop this in favor of separated entries in the
struct.
Remove the usage of std::set in favor of std::list (it's not std::vector
to avoid reference invalidations) for samplers and images.
2019-10-29 20:53:48 -03:00
Rodrigo Locatti
26f3e18c5c
Merge pull request #2976 from FernandoS27/cache-fast-brx-rebased
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Implement Fast BRX, fix TXQ and addapt the Shader Cache for it
2019-10-26 16:56:13 -03:00
Fernando Sahmkow
be856a38d6
Shader_IR: Address Feedback.
2019-10-26 15:38:30 -04:00
Rodrigo Locatti
a0d79085c4
Merge pull request #3027 from lioncash/lookup
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shader_ir: Use std::array with std::pair instead of std::unordered_map
2019-10-26 05:49:15 -03:00
Rodrigo Locatti
d52598173d
Merge pull request #3013 from FernandoS27/tld4s-fix
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Shader_Ir: Fix TLD4S from using a component mask.
2019-10-25 20:06:26 -03:00
ReinUsesLisp
78f3e8a757
gl_shader_cache: Implement locker variants invalidation
2019-10-25 09:01:32 -04:00
ReinUsesLisp
ec85648af3
gl_shader_disk_cache: Store and load fast BRX
2019-10-25 09:01:31 -04:00
ReinUsesLisp
fa2c297f3e
const_buffer_locker: Minor style changes
2019-10-25 09:01:31 -04:00
ReinUsesLisp
7b81ba4d8a
gl_shader_decompiler: Move entries to a separate function
2019-10-25 09:01:31 -04:00
Fernando Sahmkow
1244f2d368
Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.
2019-10-25 09:01:31 -04:00
Fernando Sahmkow
a05120ec0b
Shader_IR: Correct typo in Consistent method.
2019-10-25 09:01:30 -04:00
Fernando Sahmkow
33fcec3502
Shader_IR: allow lookup of texture samplers within the shader_ir for instructions that don't provide it
2019-10-25 09:01:30 -04:00
Fernando Sahmkow
8909f52166
Shader_IR: Implement Fast BRX and allow multi-branches in the CFG.
2019-10-25 09:01:30 -04:00
Fernando Sahmkow
acd6441134
Shader_Cache: setup connection of ConstBufferLocker
2019-10-25 09:01:29 -04:00
Fernando Sahmkow
1a58f45d76
VideoCore: Unify const buffer accessing along engines and provide ConstBufferLocker class to shaders.
2019-10-25 09:01:29 -04:00