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<title>Ryujinx/Ryujinx.Graphics.Shader/CodeGen/Glsl/HelperFunctions, branch master</title>
<subtitle>A backup of the Ryujinx master git branch.
</subtitle>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/'/>
<entry>
<title>Move solution and projects to src</title>
<updated>2023-04-27T21:51:14+00:00</updated>
<author>
<name>TSR Berry</name>
<email>20988865+TSRBerry@users.noreply.github.com</email>
</author>
<published>2023-04-07T23:22:00+00:00</published>
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<id>cee712105850ac3385cd0091a923438167433f9f</id>
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<pre>
</pre>
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</content>
</entry>
<entry>
<title>Fix shader FSWZADD instruction (#4069)</title>
<updated>2022-12-08T17:08:07+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2022-12-08T17:08:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=8428bb6541d300d82522fd19c2ef3e6f2ba52ece'/>
<id>8428bb6541d300d82522fd19c2ef3e6f2ba52ece</id>
<content type='text'>
* Fix shader FSWZADD instruction

* Shader cache version bump</content>
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<pre>
* Fix shader FSWZADD instruction

* Shader cache version bump</pre>
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</content>
</entry>
<entry>
<title>Add support for render scale to vertex stage. (#2763)</title>
<updated>2022-01-08T17:48:48+00:00</updated>
<author>
<name>riperiperi</name>
<email>rhy3756547@hotmail.com</email>
</author>
<published>2022-01-08T17:48:48+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=79adba44022abb5c1c547fb41d98a4d7a6b5029a'/>
<id>79adba44022abb5c1c547fb41d98a4d7a6b5029a</id>
<content type='text'>
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback</content>
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<pre>
* Add support for render scale to vertex stage.

Occasionally games read off textureSize on the vertex stage to inform the fragment shader what size a texture is without querying in there. Scales were not present in the vertex shader to correct the sizes, so games were providing the raw upscaled texture size to the fragment shader, which was incorrect.

One downside is that the fragment and vertex support buffer description must be identical, so the full size scales array must be defined when used. I don't think this will have an impact though. Another is that the fragment texture count must be updated when vertex shader textures are used. I'd like to correct this so that the update is folded into the update for the scales.

Also cleans up a bunch of things, like it making no sense to call CommitRenderScale for each stage.

Fixes render scale causing a weird offset bloom in Super Mario Party and Clubhouse Games. Clubhouse Games still has a pixelated look in a number of its games due to something else it does in the shader.

* Split out support buffer update, lazy updates.

* Commit support buffer before compute dispatch

* Remove unnecessary qualifier.

* Address Feedback</pre>
</div>
</content>
</entry>
<entry>
<title>Fix shader 8-bit and 16-bit STS/STG (#2741)</title>
<updated>2021-10-18T23:24:15+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-10-18T23:24:15+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=63f1663fa959d8809d1762d99e9364565ba9b3d8'/>
<id>63f1663fa959d8809d1762d99e9364565ba9b3d8</id>
<content type='text'>
* Fix 8 and 16-bit STG

* Fix 8 and 16-bit STS

* Shader cache version bump</content>
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<pre>
* Fix 8 and 16-bit STG

* Fix 8 and 16-bit STS

* Shader cache version bump</pre>
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</content>
</entry>
<entry>
<title>Use shader subgroup extensions if shader ballot is not supported (#2627)</title>
<updated>2021-09-19T12:38:39+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-09-19T12:38:39+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=f08a280adef015e9a9a0e9273b4edffeb1157f3a'/>
<id>f08a280adef015e9a9a0e9273b4edffeb1157f3a</id>
<content type='text'>
* Use shader subgroup extensions if shader ballot is not supported

* Shader cache version bump + cleanup

* The type is still required on the table</content>
<content type='xhtml'>
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<pre>
* Use shader subgroup extensions if shader ballot is not supported

* Shader cache version bump + cleanup

* The type is still required on the table</pre>
</div>
</content>
</entry>
<entry>
<title>Fix out-of-bounds shader thread shuffle (#2605)</title>
<updated>2021-08-30T17:02:40+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-08-30T17:02:40+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=416dc8fde49f8eb42d47b1ab606028a5cabe8f90'/>
<id>416dc8fde49f8eb42d47b1ab606028a5cabe8f90</id>
<content type='text'>
* Fix out-of-bounds shader thread shuffle

* Shader cache version bump</content>
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<pre>
* Fix out-of-bounds shader thread shuffle

* Shader cache version bump</pre>
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</content>
</entry>
<entry>
<title>Replace BGRA and scale uniforms with a uniform block (#2496)</title>
<updated>2021-08-11T19:33:43+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-08-11T19:33:43+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=0f6ec446ea3be41b1c22aa5c3870bd7a6c595d1f'/>
<id>0f6ec446ea3be41b1c22aa5c3870bd7a6c595d1f</id>
<content type='text'>
* Replace BGRA and scale uniforms with a uniform block

* Setting the data again on program change is no longer needed

* Optimize and resolve some warnings

* Avoid redundant support buffer updates

* Some optimizations to BindBuffers (now inlined)

* Unify render scale arrays</content>
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<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Replace BGRA and scale uniforms with a uniform block

* Setting the data again on program change is no longer needed

* Optimize and resolve some warnings

* Avoid redundant support buffer updates

* Some optimizations to BindBuffers (now inlined)

* Unify render scale arrays</pre>
</div>
</content>
</entry>
<entry>
<title>Unscale textureSize when resolution scaling is used (#2441)</title>
<updated>2021-07-09T03:09:07+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-07-09T03:09:07+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=59900d7f00b14681acfc7ef5e8d1e18d53664e1c'/>
<id>59900d7f00b14681acfc7ef5e8d1e18d53664e1c</id>
<content type='text'>
* Unscale textureSize when resolution scaling is used

* Fix textureSize on compute

* Flag texture size as needing res scale values too</content>
<content type='xhtml'>
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<pre>
* Unscale textureSize when resolution scaling is used

* Fix textureSize on compute

* Flag texture size as needing res scale values too</pre>
</div>
</content>
</entry>
<entry>
<title>Support multiple destination operands on shader IR and shuffle predicates (#1964)</title>
<updated>2021-01-27T23:59:47+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-01-27T23:59:47+00:00</published>
<link rel='alternate' type='text/html' href='https://git.benis.co.uk/Ryujinx/commit/?id=4b7c7dab9e33faaf4eb58342f1f7ad8ada354591'/>
<id>4b7c7dab9e33faaf4eb58342f1f7ad8ada354591</id>
<content type='text'>
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change</content>
<content type='xhtml'>
<div xmlns='http://www.w3.org/1999/xhtml'>
<pre>
* Support multiple destination operands on shader IR and shuffle predicates

* Cache version change</pre>
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</content>
</entry>
<entry>
<title>Add support for shader atomic min/max (S32) (#1948)</title>
<updated>2021-01-26T06:38:33+00:00</updated>
<author>
<name>gdkchan</name>
<email>gab.dark.100@gmail.com</email>
</author>
<published>2021-01-26T06:38:33+00:00</published>
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<id>e453ba69f42057d36559b2c84b6ad9f01eaf4c86</id>
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</content>
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<pre>
</pre>
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</entry>
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