| Age | Commit message (Collapse) | Author |
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* Refactor attribute handling on the shader generator
* Implement gl_ViewportMask[]
* Add back the Intel FrontFacing bug workaround
* Fix GLSL transform feedback outputs mistmatch with fragment stage
* Shader cache version bump
* Fix geometry shader recognition
* PR feedback
* Delete GetOperandDef and GetOperandUse
* Remove replacements that are no longer needed on GLSL compilation on Vulkan
* Fix incorrect load for per-patch outputs
* Fix build
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* Implement CSET and CSETP shader instructions
* Shader cache version bump
* Fix CC.HI
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(#3933)
* Optimize string memory usage. Use ReadOnlySpan<char> and StringBuilder where possible.
* Fix copypaste error
* Code generator review fixes
* Use if statement instead of switch
* Code style fixes
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
* Another code style fix
* Styling fix
Co-authored-by: Mary-nyan <thog@protonmail.com>
* Styling fix
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: TSRBerry <20988865+TSRBerry@users.noreply.github.com>
Co-authored-by: Mary-nyan <thog@protonmail.com>
Co-authored-by: gdkchan <gab.dark.100@gmail.com>
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* IPC refactor part 3 + 4: New server HIPC message processor with source generator based serialization
* Make types match on calls to AlignUp/AlignDown
* Formatting
* Address some PR feedback
* Move BitfieldExtensions to Ryujinx.Common.Utilities and consolidate implementations
* Rename Reader/Writer to SpanReader/SpanWriter and move to Ryujinx.Common.Memory
* Implement EventType
* Address more PR feedback
* Log request processing errors since they are not normal
* Rename waitable to multiwait and add missing lock
* PR feedback
* Ac_K PR feedback
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* Make all structs readonly when applicable. It should reduce amount of needless defensive copies
* Make structs with trivial boilerplate equality code record structs
* Remove unnecessary readonly modifiers from TextureCreateInfo
* Make BitMap structs readonly too
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* Improve shader BRX instruction code generation
* Shader cache version bump, add some comments and asserts
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* GLSL: Do not generate scale helpers if we have no textures
* Fix shader SULD (bindless) instruction using wrong register as handle
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* Fix incorrect tessellation inputs/outputs
* Shader cache version bump
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* Fix decoding of block after BRA.CC instructions without predicate
* Shader cache version bump
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* New shader cache implementation
* Remove some debug code
* Take transform feedback varying count into account
* Create shader cache directory if it does not exist + fragment output map related fixes
* Remove debug code
* Only check texture descriptors if the constant buffer is bound
* Also check CPU VA on GetSpanMapped
* Remove more unused code and move cache related code
* XML docs + remove more unused methods
* Better codegen for TransformFeedbackDescriptor.AsSpan
* Support migration from old cache format, remove more unused code
Shader cache rebuild now also rewrites the shared toc and data files
* Fix migration error with BRX shaders
* Add a limit to the async translation queue
Avoid async translation threads not being able to keep up and the queue growing very large
* Re-create specialization state on recompile
This might be required if a new version of the shader translator requires more or less state, or if there is a bug related to the GPU state access
* Make shader cache more error resilient
* Add some missing XML docs and move GpuAccessor docs to the interface/use inheritdoc
* Address early PR feedback
* Fix rebase
* Remove IRenderer.CompileShader and IShader interface, replace with new ShaderSource struct passed to CreateProgram directly
* Handle some missing exceptions
* Make shader cache purge delete both old and new shader caches
* Register textures on new specialization state
* Translate and compile shaders in forward order (eliminates diffs due to different binding numbers)
* Limit in-flight shader compilation to the maximum number of compilation threads
* Replace ParallelDiskCacheLoader state changed event with a callback function
* Better handling for invalid constant buffer 1 data length
* Do not create the old cache directory structure if the old cache does not exist
* Constant buffer use should be per-stage. This change will invalidate existing new caches (file format version was incremented)
* Replace rectangle texture with just coordinate normalization
* Skip incompatible shaders that are missing texture information, instead of crashing
This is required if we, for example, support new texture instruction to the shader translator, and then they allow access to textures that were not accessed before. In this scenario, the old cache entry is no longer usable
* Fix coordinates normalization on cubemap textures
* Check if title ID is null before combining shader cache path
* More robust constant buffer address validation on spec state
* More robust constant buffer address validation on spec state (2)
* Regenerate shader cache with one stream, rather than one per shader.
* Only create shader cache directory during initialization
* Logging improvements
* Proper shader program disposal
* PR feedback, and add a comment on serialized structs
* XML docs for RegisterTexture
Co-authored-by: riperiperi <rhy3756547@hotmail.com>
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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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* Only initialize shader outputs that are actually used on the next stage
* Shader cache version bump
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(#2972)
* Implement IMUL shader instruction
* Implement PCNT/CONT instruction and fix FFMA32I
* Add HFMA232I to the table
* Shader cache version bump
* No Rc on Ffma32i
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* Support shader gl_Color, gl_SecondaryColor and gl_TexCoord built-ins
* Shader cache version bump
* Fix back color value on fragment shader
* Disable IPA multiplication for fixed function attributes and back color selection
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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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* Initial tessellation shader support
* Nits
* Re-arrange built-in table
* This is not needed anymore
* PR feedback
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* Add missing U8/S8 types from shader I2I instruction
* Better names
* Fix dstIsSignedInt
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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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* 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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* Initial support for shader attribute indexing
* Support output indexing too, other improvements
* Fix order
* Address feedback
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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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(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
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* Fix shaders with mixed PBK and SSY addresses on the stack
* Address PR feedback and nits
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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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* Fix LOP3 predicate write condition
* Bump shader cache version
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* Nvservices cleanup and attempt to fix remap
* Unmap if remap handle is 0
* Remove mapped pool add from Remap
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* Support conditional on BRK and SYNC shader instructions
* Add TODO comment and bump cache version
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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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* Implement ATOM shader instruction
* Fix reduction type decoding
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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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* Get rid of Reflection.Emit dependency on CPU and Shader projects
* Remove useless private sets
* Missed those due to the alignment
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* Add support for shader constant buffer slot indexing
* Fix typo
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* Omit image format if possible, and fix BA bit
* Match extension name
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* Implement TMML and TMML.B
This implement TMML and TMML.B instructions
* Fix TmmlB declaration alignment
* Address gdkchan's comments
* Fix inverted encoding definitions
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* Refactor shader GPU state and memory access
* Fix NVDEC project build
* Address PR feedback and add missing XML comments
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* Implement texture buffers
* Throw NotSupportedException where appropriate
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* Implement SULD shader instruction
* Some nits
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* Move the OpActivator to OpCodeTable class, for reduce the use of ConcurrentDictionary
* Modify code style.
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* 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
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* Implement VMNMX shader instruction
* No need for the gap on the enum
* Fix typo
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