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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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* Fix TXQ for 3D textures.
Assumes the texture is 3D if the component mask contains Z.
This fixes a bug in UE4 games where parts of the map had garbage pointers to lighting voxels, as the lookup 3D texture was not being initialized. Most notable game is THPS1+2.
May need another PR to keep image store data alive and properly flush it in order using the AutoDeleteCache.
* Get sampler type for TextureSize from bound textures.
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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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* Fix texture sampling with depth compare and LOD level or bias
* Shader cache version bump
* nit: Sorting
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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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* 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>
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* Use explicit buffer and texture bindings on shaders
* More XML docs and other nits
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* Add support for shader constant buffer slot indexing
* Fix typo
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* Use a better viewport flipping approach
* New approach to detect depth mode
* nit: Sort method on the OpenGL backend
* Adjust spacing on comment
* Unswap near and far parameters based on ScaleZ
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* Viewport swizzle support on NV and clip origin
* Initialize default viewport swizzle state, emulate viewport swizzle on shaders when not supported
* Address PR feedback
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* Omit image format if possible, and fix BA bit
* Match extension name
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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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