| Age | Commit message (Collapse) | Author |
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* Add support for alpha to coverage dithering
* Shader cache version bump
* Fix wrong alpha register
* Ensure support buffer is cleared
* New shader specialization based approach
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* Initial implementation (no specialization)
* Use specialization
* Fix render scale, increase code gen version
* Revert accidental change
* Address Feedback
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handling (#3251)
* Implement VMAD shader instruction and improve InvocationInfo and ISBERD handling
* Shader cache version bump
* Fix typo
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* Fix shader textureSize with multisample and buffer textures
* Replace out param with tuple return value
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* Fix missing geometry shader passthrough inputs
* Shader cache version bump
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(#3012)
* Stop using glTransformFeedbackVarying and use explicit layout on the shader
* This is no longer needed
* Shader cache version bump
* Fix gl_PerVertex output for tessellation control shaders
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* 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
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* Implement remaining shader double-precision instructions
* Shader cache version bump
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* Fix FLO.SH shader instruction with a input of 0
* Shader cache version bump
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* Fix InvocationInfo on geometry shader and bindless default integer const
* Shader cache version bump
* Consistency for the default value
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* Support coherent images
* Add support for fragment shader interlock
* Change to tree based match approach
* Refactor + check for branch targets and external registers
* Make detection more robust
* Use Intel fragment shader ordering if interlock is not available, use nothing if both are not available
* Remove unused field
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* Fix 8 and 16-bit STG
* Fix 8 and 16-bit STS
* Shader cache version bump
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* Another workaround for NVIDIA driver 496.13 shader bug
This might work better than the other one. Give this a test to see if it fixes/doesn't fix issues with the other one.
The problem seems to be when any variable assignment happens with a negation. `temp_1 = -temp_0;` seems to trigger weird behaviour, but `temp_1 = 0.0 - temp_0;` does not. This also might to extend towards integer types?
* Update cache version
* Add disclaimer comment
* Wording
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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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* Rewrite shader decoding stage
* Fix P2R constant buffer encoding
* Fix PSET/PSETP
* PR feedback
* Log unimplemented shader instructions
* Implement NOP
* Remove using
* PR feedback
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* Use shader subgroup extensions if shader ballot is not supported
* Shader cache version bump + cleanup
* The type is still required on the table
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* Initial Implementation
* Further improvements (no support for float/64-bit types)
* Merge atomic and reduce instructions, add missing format switch
* Fix rebase issues.
* Not used.
* Whoops. Fixed.
* Partial implementation of inc/dec, cleanup and TODOs
* Remove testing path
* Address Feedback
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* Fix out-of-bounds shader thread shuffle
* Shader cache version bump
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* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
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* 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
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* Unscale textureSize when resolution scaling is used
* Fix textureSize on compute
* Flag texture size as needing res scale values too
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translator (#2402)
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* Fix shader default output values
* Shader cache version bump
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* Fix texture sampling with depth compare and LOD level or bias
* Shader cache version bump
* nit: Sorting
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* Pass all inputs when geometry shader passthrough is enabled
* Shader cache version bump
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descriptor and resolution scale regressions (#2298)
* Fix constant buffer array size when indexing is used
* Change default QueryConstantBufferUse value
* Fix more regressions
* Ensure proper order
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* Move shader resource descriptor creation out of the backend
* Remove now unused code, and other nits
* Shader cache version bump
* Nits
* Set format for bindless image load/store
* Fix buffer write flag
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* Fix shader buffer write flag on atomic instructions
* Shader cache version bump
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* Implement shader HelperThreadNV
* Bump shader cache version
* Use gl_HelperInvocation since its supported across all vendors
* Nit
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* Improve Buffer Textures and flush Image Stores
Fixes a number of issues with buffer textures:
- Reworked Buffer Textures to create their buffers in the TextureManager, then bind them with the BufferManager later.
- Fixes an issue where a buffer texture's buffer could be invalidated after it is bound, but before use.
- Fixed width unpacking for large buffer textures. The width is now 32-bit rather than 16.
- Force buffer textures to be rebound whenever any buffer is created, as using the handle id wasn't reliable, and the cost of binding isn't too high.
Fixes vertex explosions and flickering animations in UE4 games.
* Set ImageStore flag... for ImageStore.
* Check the offset and size.
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* Implement geometry shader passthrough
* Cache version change
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(#1964)
* Support multiple destination operands on shader IR and shuffle predicates
* Cache version change
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* Fix regression on shader atomic SSBO operations
* Update comment
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* Initial implementation of buffer flush (VERY WIP)
* Host shaders need to be rebuilt for the SSBO write flag.
* New approach with reserved regions and gl sync
* Fix a ton of buffer issues.
* Remove unused buffer unmapped behaviour
* Revert "Remove unused buffer unmapped behaviour"
This reverts commit f1700e52fb8760180ac5e0987a07d409d1e70ece.
* Delete modified ranges on unmap
Fixes potential crashes in Super Smash Bros, where a previously modified range could lie on either side of an unmap.
* Cache some more delegates.
* Dispose Sync on Close
* Also create host sync for GPFifo syncpoint increment.
* Copy buffer optimization, add docs
* Fix race condition with OpenGL Sync
* Enable read tracking on CommandBuffer, insert syncpoint on WaitForIdle
* Performance: Only flush individual pages of SSBO at a time
This avoids flushing large amounts of data when only a small amount is actually used.
* Signal Modified rather than flushing after clear
* Fix some docs and code style.
* Introduce a new test for tracking memory protection.
Sucessfully demonstrates that the bug causing write protection to be cleared by a read action has been fixed. (these tests fail on master)
* Address Comments
* Add host sync for SetReference
This ensures that any indirect draws will correctly flush any related buffer data written before them. Fixes some flashing and misplaced world geometry in MH rise.
* Make PageAlign static
* Re-enable read tracking, for reads.
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* Simplify logic for bindless texture handling
* Nits
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* Use explicit buffer and texture bindings on shaders
* More XML docs and other nits
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backend. (#1657)
* Support res scale on images, correctly blacklist for SUST, move logic
out of backend.
* Fix Typo
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* Add scaling for Texture2DArray when using TexelFetch.
* Should only really trigger for Texture2D. (do not emit texelfetch for
TextureBufferArray(?) and Texture1DArray)
* Address nit.
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* Add support for CAL and RET shader instructions
* Remove unused stuff
* Fix a bug that could cause the wrong values to be passed to a function
* Avoid repopulating function id dictionary every time
* PR feedback
* Fix vertex shader A/B merge
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* Fix image binding format
* XML doc
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* Add support for shader constant buffer slot indexing
* Fix typo
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