Liam
dad0d076ee
ssa_rewrite_pass: use proper maps
2023-07-23 11:38:01 -04:00
ameerj
405eae3734
shaders: Track local memory usage
2023-06-25 18:59:33 -04:00
ameerj
b198339580
emit_glasm: Fix lmem size computation
2023-06-25 18:43:52 -04:00
Kelebek1
5da70f7197
Remove memory allocations in some hot paths
2023-06-22 08:05:10 +01:00
Matías Locatti
42b2bc204f
Merge pull request #10699 from liamwhite/conditional-barrier
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shader_recompiler: remove barriers in conditional control flow when device lacks support
2023-06-12 16:50:59 -03:00
Liam
2f1e87dd83
shader_recompiler: translate f64 to f32 when unsupported on host
2023-06-10 12:38:49 -04:00
Liam
2bb7ea436d
shader_recompiler: remove barriers in conditional control flow when device lacks support
2023-06-10 12:30:39 -04:00
bunnei
ca4bf3844e
video_core: Enable support_descriptor_aliasing on Turnip, disable storage atomic otherwise.
2023-06-03 00:05:58 -07:00
Billy Laws
b4a12b889e
Avoid using VectorExtractDynamic for subgroup mask on Adreno GPUs
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This crashes their shader compiler for some reason.
2023-06-03 00:05:31 -07:00
Billy Laws
158a1896ec
Implement scaled vertex buffer format emulation
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These formats are unsupported by mobile GPUs so they need to be emulated in shaders instead.
2023-06-03 00:05:31 -07:00
Liam
13d25063a1
shader_recompiler: fix copy-paste error
2023-05-26 00:36:12 -04:00
Kelebek1
e42b4a16b6
Fix Tears of the Kingdom flickering clouds and depths.
2023-05-11 19:25:24 +01:00
Kelebek1
b566c98258
Define SampleMask as an array
2023-04-30 18:37:37 +01:00
Wollnashorn
82b78cde73
shader_recompiler: Use vector arithmetic rather than component-wise in ImageGatherSubpixelOffset
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Should be more efficient and better readable
2023-04-08 16:13:08 +02:00
Wollnashorn
fe91066f46
video_core: Enable ImageGather with subpixel offset on Intel
2023-04-08 16:12:44 +02:00
Wollnashorn
780240e697
shader_recompiler: Add subpixel offset for correct rounding at ImageGather
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On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957 , #6956 ).
2023-04-08 16:12:30 +02:00
Liam
600f325d87
general: fix spelling mistakes
2023-03-12 11:33:01 -04:00
ameerj
2ce5bb9bd6
buffer_cache: Add logic for non-NVN storage buffer tracking
2023-02-25 16:24:21 -05:00
liamwhite
a4d0663158
Merge pull request #9588 from liamwhite/bylaws-reverts
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Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
2023-02-19 13:11:57 -05:00
ameerj
04139cb3ed
glsl_emit_context: Remove redeclarations of gl_SampleID and gl_SampleMask
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These built-ins seem to be available without needing to be declared for fragment shaders, similar i.e. to gl_FragDepth
2023-02-08 19:34:39 -05:00
ameerj
4678f53463
shader_recompiler/value.h: Remove lingering references to S32
2023-02-04 00:13:47 -05:00
liamwhite
a9a860a4f7
Merge pull request #9703 from ameerj/txq-ms
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shaders: Fix TXQ with MSAA textures
2023-02-01 22:38:00 -05:00
Levi Behunin
d5fc56db4b
Move to Clang Format 15
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Depends on https://github.com/yuzu-emu/build-environments/pull/69
clang-15 primary run
2023-01-29 17:49:42 -07:00
ameerj
a63e17566a
spirv: Fix TXQ with MSAA textures
2023-01-29 13:47:30 -05:00
ameerj
a1d8306bfd
emit_glasm_image: Fix TXQ with MSAA textures
2023-01-29 13:42:34 -05:00
ameerj
08feba2b56
emit_glsl_image: Implement TXQ with MSAA textures
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Also fixes for texture buffers, which do not have mips eithers.
2023-01-29 13:31:47 -05:00
liamwhite
3aab574521
Merge pull request #9699 from ameerj/texture-pass-desc
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texture_pass: Fix texture descriptors comparisons
2023-01-29 12:27:41 -05:00
liamwhite
149271923c
Merge pull request #9698 from ameerj/texture-pass-handle
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texture_pass: Refactor texture handle retrieval
2023-01-29 12:27:33 -05:00
liamwhite
208e635f37
Merge pull request #9694 from ameerj/txq-mips
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shader_recompiler: TXQ: Skip QueryLevels when possible
2023-01-29 12:27:26 -05:00
ameerj
0d820f2dab
texture_pass: Fix texture descriptors comparisons
2023-01-28 21:23:52 -05:00
ameerj
9bb429999e
texture_pass: Refactor texture handle retrieval
2023-01-28 21:11:38 -05:00
bunnei
40e7d78179
Merge pull request #9687 from ameerj/ogl-shader-ms
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glasm, glsl: Implement multisampled Image Fetch
2023-01-28 16:32:11 -08:00
bunnei
159aab9a97
Merge pull request #9682 from ameerj/shader-s32
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shader_recompiler: Remove S32 IR type
2023-01-28 14:00:11 -08:00
ameerj
2c2e019a44
shader_recompiler: TXQ: Skip QueryLevels when possible
2023-01-28 16:25:18 -05:00
ameerj
c0cedbae94
emit_glsl_image: Fix ImageFetch for MSAA textures
2023-01-28 14:39:27 -05:00
ameerj
0f795603fc
glasm: Add MS sampler types
2023-01-27 02:09:18 -05:00
ameerj
5710e90150
glsl: Add MS sampler types
2023-01-27 02:09:17 -05:00
ameerj
93cc6e4d99
shader_recompiler: Remove S32 IR type
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The frontend IR opcodes do not distinguish between signed and unsigned integer types.
Fixes broken shaders when IR validation/graphics debugging is enabled for shaders that used BitCastS32F32
2023-01-25 22:03:15 -05:00
Liam
76a4356e55
spirv: fix multisampled image fetch
2023-01-23 12:03:19 -05:00
Liam
505923f0f3
Revert "shader_recompiler: Align SSBO offsets to meet host requirements"
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This reverts commit 8804a4eb23
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2023-01-07 15:50:58 -05:00
Billy Laws
d34275a260
Avoid OOB array access reading passthrough attr mask
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YFC 1.5 extended the size of the varying mask used to hold passthrough attrs without considering this
2023-01-07 18:38:21 +00:00
Billy Laws
58fec43768
Run clang-format
2023-01-05 22:18:10 +00:00
Billy Laws
68ed60cee4
shader_recompiler: Fix shuffle partitioning for >64 invoc-per-subgroup GPUs
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The existing implementation only supports 64 invoc-per-subgroup GPUs, and misbehaves on adreno when invocations need to be split into 4 emulated subgroups.
2023-01-05 22:13:07 +00:00
Billy Laws
625a4af73a
shader_recompiler: Add support for lowering geometry passthrough
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Reuses most of the existing code for generating the gl_Layer passthrough. Fixes geometry in Nier: Automata on GPUs without HW passthrough support.
2023-01-05 22:13:07 +00:00
Billy Laws
8804a4eb23
shader_recompiler: Align SSBO offsets to meet host requirements
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We can take advantage of SSBO addresses being passed in a constant bufer to account for the extra alignment requirements in the shader itself.
2023-01-05 22:13:07 +00:00
Billy Laws
3f0985c7b0
shader_recompiler: SPIRV: Only enable int64 feature when supported
2023-01-05 22:13:07 +00:00
Billy Laws
c1cc99584c
shader_recompiler: Add comparison operators to descriptor types
2023-01-05 22:13:07 +00:00
Billy Laws
bbfad79c89
Vulkan: Add a workaround for input_position on Adreno drivers
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Adreno drivers will crash compiling geometry shaders if the input position is not wrapped in a gl_in struct.
2023-01-05 22:13:07 +00:00
Fernando Sahmkow
a0c697124c
Video_core: Address feedback
2023-01-04 14:39:42 -05:00
Fernando Sahmkow
a045e860dd
ShaderCompiler: Inline driver specific constants.
2023-01-03 16:29:25 -05:00