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* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
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* Only make render target 2D textures layered if needed
* Shader cache version bump
* Ensure topology is updated on channel swap
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* Use a new approach for shader BRX targets
* Make shader cache actually work
* Improve the shader pattern matching a bit
* Extend LDC search to predecessor blocks, catches more cases
* Nit
* Only save the amount of constant buffer data actually used. Avoids crashes on partially mapped buffers
* Ignore Rd on predicate instructions, as they do not have a Rd register (catches more cases)
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* Only enable clip distance if written to on shader
* Signal InstanceId use through FeatureFlags
* Shader cache version bump
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This adds the guest GPU accessor to hashes computation.
As this change all the hashes from the cache, I added some migration
logic.
This is required for #1755.
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* shader cache: Fix invalid virtual address clean up
This fix an issue causing the virtual address of texture descriptors to
not be cleaned up when caching and instead cleaning texture format and swizzle.
This should fix duplicate high duplication in the cache for certain
games and possible texture corruption issues.
**THIS WILL INVALIDATE ALL SHADER CACHE LEVELS CONSIDERING THE NATURE OF THE ISSUE**
* shader cache: Address gdk's comment
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Here come Salieri, my implementation of a disk shader cache!
"I'm sure you know why I named it that."
"It doesn't really mean anything."
This implementation collects shaders at runtime and cache them to be later compiled when starting a game.
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