| Age | Commit message (Collapse) | Author |
|
* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
|
|
* Add missing U8/S8 types from shader I2I instruction
* Better names
* Fix dstIsSignedInt
|
|
* Rewrite shader decoding stage
* Fix P2R constant buffer encoding
* Fix PSET/PSETP
* PR feedback
* Log unimplemented shader instructions
* Implement NOP
* Remove using
* PR feedback
|
|
* 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
|
|
* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
|
|
|
|
* 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)
|
|
(after BRX) (#2367)
* End shader decoding when reaching an infinite loop
The NV shader compiler puts these at the end of shaders.
* Update shader cache version
|
|
* Fix shaders with mixed PBK and SSY addresses on the stack
* Address PR feedback and nits
|
|
* Implement shader HelperThreadNV
* Bump shader cache version
* Use gl_HelperInvocation since its supported across all vendors
* Nit
|
|
|
|
* Fix LOP3 predicate write condition
* Bump shader cache version
|
|
* Nvservices cleanup and attempt to fix remap
* Unmap if remap handle is 0
* Remove mapped pool add from Remap
|
|
* Support conditional on BRK and SYNC shader instructions
* Add TODO comment and bump cache version
|
|
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.
|
|
* Implement ATOM shader instruction
* Fix reduction type decoding
|
|
* 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
|
|
* Get rid of Reflection.Emit dependency on CPU and Shader projects
* Remove useless private sets
* Missed those due to the alignment
|
|
|
|
|
|
* Add support for shader constant buffer slot indexing
* Fix typo
|
|
|
|
|
|
* Omit image format if possible, and fix BA bit
* Match extension name
|
|
* Implement TMML and TMML.B
This implement TMML and TMML.B instructions
* Fix TmmlB declaration alignment
* Address gdkchan's comments
* Fix inverted encoding definitions
|
|
* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
|
|
* Implement texture buffers
* Throw NotSupportedException where appropriate
|
|
* Implement SULD shader instruction
* Some nits
|
|
|
|
* Move the OpActivator to OpCodeTable class, for reduce the use of ConcurrentDictionary
* Modify code style.
|
|
* Implement NOP and stub DEPBAR shader instruction
* Fix a few issues and formatting stuff
* Remove OpCodeNop/Depbar and use OpCode instead
* Fix NOP shader instruction opcode
* Fix formatting
|
|
* Implement VMNMX shader instruction
* No need for the gap on the enum
* Fix typo
|
|
|
|
|
|
* Implement DADD, DFMA and DMUL shader instructions
* Rename FP to FP32
* Correct double immediate
* Classic mistake
|
|
|
|
|
|
Removes a useless null check
Aligns some values to improve readability
|
|
Add TODO comment for GL_EXT_polygon_offset_clamp
|
|
|
|
|
|
Support shared color masks (used by Nouveau and maybe the NVIDIA
driver).
Support draw buffers (also required by OpenGL).
Support viewport transform disable (disabled for now as it breaks some
games).
Fix instanced rendering draw being ignored for multi draw.
Fix IADD and IADD3 immediate shader encodings, that was not matching
some ops.
Implement FFMA32I shader instruction.
Implement IMAD shader instruction.
|
|
storage related transformations on IR
|
|
loop on shaders
|
|
|
|
|
|
|
|
|
|
|
|
|