| Age | Commit message (Collapse) | Author |
|
* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
|
|
* Only make render target 2D textures layered if needed
* Shader cache version bump
* Ensure topology is updated on channel swap
|
|
* 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)
|
|
* Pass CbufSlot when getting info from the texture descriptor
Fixes some issues with bindless textures, when CbufSlot is not equal to the current TextureBufferIndex.
Specifically fixes a random chance of full screen colour flickering in Super Mario Party.
* Apply suggestions from code review
Oops
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
|
|
* Only enable clip distance if written to on shader
* Signal InstanceId use through FeatureFlags
* Shader cache version bump
|
|
* Simplify handling of shader vertex A
* Theres no transformation feedback, its transform
* Merge TextureHandlesForCache
|
|
This improves shader cache resilience when people opens another program that touch the cache.zip.
|
|
|
|
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.
|
|
THis assert is wrong and useless now, remove it because it's annoying in
Debug.
|
|
* shader cache: Fix possible race causing crashes on manifest at startup
This fix a misplace function call ending up causing possibly two write
on the cache.info at the same time.
* shader cache: Make RemoveManifestEntries async too to be sure all operations are perform before starting the game
|
|
* 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
|
|
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.
|